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Author Topic: Planescape: To Hell and Back (Pathfinder, Mythic, Exotic, Closed)  (Read 8122 times)

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Offline FallenDabusTopic starter

What would you say if you could meet Julius Caesar or Chinngis Khan? If you walked into a restaurant and you spied Saint Peter sitting at a far table, waiting to have a meal with an old friend. How would you react to the movers and shakers of the spiritual realms, all around you? What if such a place was possible?

Welcome to the Planes.



Planescape is not a setting you need to be familiar with by default to use. Any character, from any when or where could conceivably be found in this setting, for you will be moving between the heavens and hells of the Great Wheel. Planescape adventures take you to the homes of the gods, to the pits of hell, the far flung reaches of heaven, and everywhere in between.  I’m in the process of adapting one of the classic starting adventures, To Baator and Back, to pathfinder and I’d like to try and give it a spin here.

The plot hook is fairly basic. You’ve been scooped up out of your day to day life and deposited somewhere else by some strange magic. I won’t spoil where that is, but I think you can figure it out. You’re joined by an eclectic group of strangers, and you’re going to have to stick together to survive.



I have a vague idea of a long term plan, which I would like to flesh out by linking into your backgrounds. The major theme of this game will be secrets and mysteries. Expect to battle a lot of fiends, with a healthy dose of aberrations and what ever else I can come up with. Discovery and philosophy are important on the planes too, this is a thinking mans game, not a hack and slash (although there will be plenty of that too).

One other thing, I will start this game at third level. Things could very well go much higher than that (in fact I plan for it) but that's not the only deatil. I’d like to experiment with low-level mythic play in this adventure. I’m still mapping experience out, but the latest that you would gain your first mythic tier would be when you level up to fourth level, and in reality I think it would hit much earlier than that.



Setting: Planescape; which means you can be form pretty much any when and anywhere.
Number of Players: Four. I'm going to try and go for an even spread of genders, although that may vary depending on the races that appear.
Level: 3rd
Character Age: 21+, or racial equivalent
Posting Rate: I don't expect daily posts, since I know few people who can keep that rate up, however if you are gone 72 hours without posting in the game thread with no prior notice, I'll be checking in via PM. If that's going unanswered, or happening multiple times, I'll be opening the game back up to someone who can post more regularly. I don't want to be a hardass, but that's what it takes to keep forum games going I'm afraid.
Character selection: I'm going to see how much interest this thread garners in a week. If a lot of people are interested, I'll set a deadline, between a week and half from two weeks out from today (April 30th). If not, I'll take people on a modified first come, first serve basis.


The Fluff
Alignment: I’m going to be a little more relaxed with this game than I usually am and allow for any alignment. With that said, Everyone in the group need to be able to get along. Asshole evil, preachy good, lawful templar, and chaotic jerk characters should be avoided. I’m uncomfortable running a party that is south of neutral, however, so please take that into account. There can be a token evil teammate, but my story involves you (usually) being heroes.
Background: Your background can be pretty much whatever you want up until about a 1918-equivalent level of history. Everyone has be transported magically to an unknown realm, so that should be how your background ends. I also request that you include at least one mystery in your background that your character is trying to solve.
Personality: As I said above, your character needs to be trusting enough to work with others without trying to screw them over (… screw them on the other hand…). Keep a game cohesive on the boards is hard enough with characters getting sarcastic with one another.
Appearance: As you please, although a picture is required so that I can use it with our maps, although it doesn’t have to be a perfect representation of your character.
Sexuality: Non-con and sexual relations with anyone under 18 are totally off limits for me. They may pop up, but they are not heroic traits. The creatures of the afterlife are varied in their forms, so this game will be in the exotic category. I will likely put it in the NC section, but that’s more me leaving my options open for my villains. Just like in my Wrath of the Righteous game, don’t expect sex to be a given here, you will have to work for it, just like real life. Of course, when your potential partner is a succubus or holy angel, well… it should be worth it to put the effort in ;P

The Crunch
Books: All Paizo. All of Cerulean Seas. All of Dreamscarred Press. Abandoned Art’s Amazing Races and Class Acts. Kobold Press’s Deep Magic. Legendary Game’s Gothic Campaign Compendium and Mythic Minis. ICOSA Entertainment’s Pure Steam. Just give me a heads up for anything outside of Paizo, since I don’t have every last thing memorized. 
Classes: Any from the above sources.
Races: Any standard race is okay.
- If you are using non-standard races, anything with 15 race points or more has a +1 Level Adjustment (including aasimars), and anything above 25 has a +2  LA. Anything below that can be used as is. If you do want to create a custom race, I'll be working with you to build it.
- I have included a number of these races on my Planescape Blog (http://dailyplanescape.tumblr.com/tagged/Simplified-Race), including some dragons if anyone is interested. If there’s something you would like to try, but don’t see, drop me a line, and we’ll see if we can come up with something that’s a close match.
- LA buyoff  rules will be available as you advance in level.
- Races from the books and websites can be used, but keep in mind that most Merfolk and other races who cannot survive on land will be inappropriate for this adventure.
Ability scores: 20 point buy
Hit Points: Full at first level; Half or roll after that.
Equipment: 3000 gp
Traits: Two traits at character creation, no more by any means.

Let’s get out there berk. There’s plenty to discover.

« Last Edit: August 16, 2014, 01:28:33 AM by FallenDabus »

Offline Metro Mech

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Ooo this sounds fun

Offline FallenDabusTopic starter

That's the plan  ;D
« Last Edit: April 30, 2014, 12:15:50 PM by FallenDabus »

Offline ererruz

Colour me interested! A Sensate incoming ;)

Offline Metro Mech

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I will get my character up and running

Offline Lockepick

Posting interest!

Are you accepting custom races as well, as long as we follow the race guide?

Also, I don't see any preferences for the GM: How welcome/unwelcome is a gay dude? Should I not expect any male/male interaction from NPCs?

Offline Ghostwheel

I do love me some pathfinder... :-3

Offline FallenDabusTopic starter

Posting interest!

Are you accepting custom races as well, as long as we follow the race guide?

Also, I don't see any preferences for the GM: How welcome/unwelcome is a gay dude? Should I not expect any male/male interaction from NPCs?

a) Yup! Planescape's pretty much open to anything. Are you planning to model an existing creature or create something brand new?
b) I'm open to it. It's not my orientation, but one of the nice things about planescape is that LGBT themes fit into it perfectly and the nice thing about stealing material from Paizo is that they are very LGBT-supportive. It would work.

That reminds me of something though. Several of my favourite Planescape writers (specifically, James Jacobs and F Wesley Schneider) never actually wrote for Planescape under TSR, but are rather critical to building Pathfinder. Just a little. No massive understatement whatsoever. Anyhow, I'm borrowing materials from Pathfinder liberally, which means even if you know Planescape, this will be a different Planecape. Many of the same players are on the board, but many are also different. The Faction War hasn't happened, and if it does, it will be different from canon. This timeline is on the cutting edge, and no one knows what will happen. 

Offline FallenDabusTopic starter

I do love me some pathfinder... :-3
No... I never would have guessed Ghost  :P

Offline Ghostwheel

No... I never would have guessed Ghost  :P

Doh, meant Planescape, heh. Freudian slip.

Fell in love with it sometime during 2e and played the colors out of the old Planescape: Torment game...

Offline Lockepick

@FallenDabus: My idea will most likely be very human-like. I haven't fully looked over the rules enough to give you any details, but I tend to prefer things that can be described as "Like a human but with..." No spider-monsters made out of slime or one giant sentient tentacle or anything that out of left field.

Offline FallenDabusTopic starter

@FallenDabus: My idea will most likely be very human-like. I haven't fully looked over the rules enough to give you any details, but I tend to prefer things that can be described as "Like a human but with..." No spider-monsters made out of slime or one giant sentient tentacle or anything that out of left field.
Oh, I'm not worried about that, I was just wondering if it was something that had an already established place or something brand new. You're talking to the same guy who made player races out of Yithians, Aranea, and several species of dragons.

The first companion that you got in the Planescape: Torment video games was a floating skull. He's the most normal of your allies. So left field, right field, up field, Nth-dimensional field... its all good in Planescape. I once had a Wasp-Devil and a Unicorn playing in the same game. Planescape is many things... normal's not one of them.

Offline Anon315

Having taken a course in Cant, I should most certainly have to peruse this thread and give it my due consideration.

Offline Lockepick

So I'm going to crawl here on my belly: I'm finding the combination of Mythic + 15 Point Buy a little sad.

Any chance we can bump it to the more usual 20 points, at least? Little tough to build on such a small budget.

Offline FallenDabusTopic starter

So I'm going to crawl here on my belly: I'm finding the combination of Mythic + 15 Point Buy a little sad.

Any chance we can bump it to the more usual 20 points, at least? Little tough to build on such a small budget.

Okay, fine. I usually go 20, although 15 is standard. The understanding that goes with that though is that there will be times when fighting or talking your way out is not an option. Just run. This is a setting where you can run into a pit fiend in a bar.

Offline indarkestknight

You have my sword interest.

Any chance of rogue modrons as a player race?

Feelings on playtest versions of the Advanced Class Guide classes?

Offline Erich Norden

Consider me titillated.  I have just the character in mind.
« Last Edit: April 30, 2014, 09:12:53 PM by Erich Norden »

Offline FallenDabusTopic starter

You have my sword interest.

Any chance of rogue modrons as a player race?

Feelings on playtest versions of the Advanced Class Guide classes?

These are the stats I've used for Rogue Modrons before.
Modron Outcast Racial Traits

• +4 Constitution, +4 Intelligence, -2 Wisdom, -2 Charisma: Modron outcasts are highly intelligent, and their partial clockwork composition makes them sturdier than most other races. However, they have very little experience in life outside of modron society, especially concerning interaction with others.
• Medium-sized outsider.
• Modron outcast base speed is 30 feet.
• Darkvision up to 120 feet.
• Modron Outcast Traits (Ex): Due to their devotion to order, modron outcasts are immune to mind-influencing effects, and their odd body composition makes them immune to subdual damage or critical hits. Unlike other modrons, they are susceptible to ability damage, ability drain, and energy drain. It is believed this is because they are cut off from the central energy pool, but none other than Primus himself knows the reason.
• Acid, cold, and fire resistance 10.
• Metal Frame: Modron outcasts receive a +4 natural armor bonus to their Armor Class due to their partially metallic nature. Due to their odd form, however, they are unable to wear amulets, armor, helmets, belts, goggles, medallions, necklaces, robes, shirts, or vests. Such items, magical or mundane, must be custom made for the modron to wear.
• Automatic Languages: Modron, Common, home region. Bonus Languages: Any (any other except secret languages, such as Druidic).
• Plane of Origin: Always Mechanus.
• Favored Class: None. Modron are too focused to be able to diversify easily.
• Level Adjustment +1.

ACG classes are okay to use.

Offline FallenDabusTopic starter

Ah, now that I'm actually awake, I recall three important things I meant to include in the first post.

Initiative: I use a version of initiative where everyone roles Init, but then the first person to post each round acts at the highest Init rolled, the second at the next highest and so on. I find this speeds up combat considerably.

Skill Challenges: I use a skill challenge system created by Mystic Theurge Publications. As opposed to most tests a single roll of the dice, I'd like to try portraying most of them as skill challenges. The idea is to try and create some role playing opportunities while not locking anyone out of a particular scene because they don't have a certain skill advance.

Each challenge will have degrees of success and failure. You may not succeed at everything completely, but you should be able to to succeed enough to keep things moving. Additionally, you'll get opportunities to improve your success. I call these complication tasks.If the Traveller screws with your dice so that a roll does not go your way, I'll give the opportunity to make another roll, although that opportunity would come at some sort of a cost that could complicate things down the road and the number of retries you get will be limited. Costs could include damage, loss of wealth, extra enemies, penalties to other checks or whatever else I can think up of that would make your life harder.

I’ll give you a variety of actions that you can pick from, although you are always free to make up your own action or decide you’ve done well enough. Each time you make another roll, you gain a cumulative +2 bonus to the check, both for the current roll and the previous result. While I know that may seem a bit counterintuitive, it is predicated on the assumptions that previous actions have a positive impact on the situation, so things are becoming easier.

When determining how successful the check is, I will first see if it is better than a previous check. If it is, that becomes our new result. If not, I add +2 to the current highest check. I then compare the result to the DC.

I've used this in a couple of games so far and the response has been positive. I want to try and create as many RP opportunities as possible, both in and out of combat, as well as encourage and reward creativity.

Faction Abilities
: Each faction comes with their own advantages and disadvantages. I'll be adapting these from the original Planescape books, so you can use them a a rough guide. You do not have to start as part of a faction (in fact, if you've never played Planescape before, I suggest you don't). There will be plenty of opportunities to join them once you're safe.
« Last Edit: May 01, 2014, 02:10:35 AM by FallenDabus »

Offline Ghostwheel

Will we be playing pre- or post-faction war?

Offline FallenDabusTopic starter

Will we be playing pre- or post-faction war?
   
That reminds me of something though. Several of my favourite Planescape writers (specifically, James Jacobs and F Wesley Schneider) never actually wrote for Planescape under TSR, but are rather critical to building Pathfinder. Just a little. No massive understatement whatsoever. Anyhow, I'm borrowing materials from Pathfinder liberally, which means even if you know Planescape, this will be a different Planecape. Many of the same players are on the board, but many are also different. The Faction War hasn't happened, and if it does, it will be different from canon. This timeline is on the cutting edge, and no one knows what will happen.

Offline indarkestknight

I'd been thinking of a Rogue Modron Sorcerer with the Impossible Bloodline from Paizo's Champions of Balance, one with a much more anthropomorphic body (with the unusual body model, sorcerous powers, and the reasons why it was deemed a rogue modron as the mysteries it might investigate), but between the Cha penalty and Level Adjustment, I may be better off going with one of the other two concepts I'm batting about in my head at the moment: the gnome son or daughter of one of the serpent wenches of the World Serpent Inn, raised at the Inn, but looking to explore the multiverse, or, given the theme of secrets and mysteries, an Investigator from the Advanced Class Guide playtest.

Offline Ghostwheel

Don't know how I missed that. Good to know.

How do you see our characters? Are we among the Clueless? Do we know the dark of it? We probably haven't done too much on-purpose plane-hopping since we're low level, but would it be alright if we were already familiar with Sigil, the Planes in general, and their environs?

Offline FallenDabusTopic starter

Don't know how I missed that. Good to know.

How do you see our characters? Are we among the Clueless? Do we know the dark of it? We probably haven't done too much on-purpose plane-hopping since we're low level, but would it be alright if we were already familiar with Sigil, the Planes in general, and their environs?
The game will basically start with you in survival mode. You may start out as a planer, but as you surmized, not one that is extremely experienced. In fact, if you choose too, there's nothing stoping you from playing planer who is just as clueless as someone from the prime. If you are generally aware of the planes, you'll know about the basics whichever plane you live on, and have some details about the other planes as you suggested, but you won't necessarily know details like the names of their different layers or the different conditions on them, unless its relevant to your character somehow (such as your deity residing on one of those layers).

Offline torawashi

Definitely interested in this! Planescape is by far my favorite D&D setting. Very tentatively leaning toward a Bariaur Monk, but I'm still pondering my options. :)

Offline FallenDabusTopic starter

Definitely interested in this! Planescape is by far my favorite D&D setting. Very tentatively leaning toward a Bariaur Monk, but I'm still pondering my options. :)
My feelings exactly!

Also, and I don't know if anyone is interested, when legendary games releases their Mythic Mania products, those will be fair game to use as well. I'm already backing the kickstarter, so if anyone else feels interested, jump on board with me!

Offline Lockepick

Right now I'm looking at an Infernal Sorcerer. I'll be playing a Sensate with Ererruz if that's still an option. I might just go Tiefling -- or make something custom that is pretty much a different flavor of Tiefling. More info to come!

Offline FallenDabusTopic starter

Right now I'm looking at an Infernal Sorcerer. I'll be playing a Sensate with Ererruz if that's still an option. I might just go Tiefling -- or make something custom that is pretty much a different flavor of Tiefling. More info to come!
Yup! Do you have Blood of Fiends? Excellent resource for alternate takes on the Tiefling.

Offline Ghostwheel

How do you feel about an axiomatic kobold from Mechanus who mined too deep to Modron territory, and had to escape through a random portal? He desperately spends the rest of his life attempting to make it home... but never quite manages to, and when he finally gets back, his experiences out in the planes have changed him to the point where he no longer fits into the kobold collective.

Offline FallenDabusTopic starter

How do you feel about an axiomatic kobold from Mechanus who mined too deep to Modron territory, and had to escape through a random portal? He desperately spends the rest of his life attempting to make it home... but never quite manages to, and when he finally gets back, his experiences out in the planes have changed him to the point where he no longer fits into the kobold collective.
How do you plan on making him axiomatic? I don't think that template was ever ported over to Pathfinder. Sounds interesting otherwise.

Offline Ghostwheel

Since kobolds kinda suck (5 race points, the lowest of any of the standard/featured races), if it would be okay with you I'd use the race builder to make him a more "perfect" kobold (since axiomatic creatures are a "perfect" take on the original creature, if I remember right). Not sure on the specifics, but if you're okay with that in theory, I'll add a few things from the racial traits.

Offline FallenDabusTopic starter

Since kobolds kinda suck (5 race points, the lowest of any of the standard/featured races), if it would be okay with you I'd use the race builder to make him a more "perfect" kobold (since axiomatic creatures are a "perfect" take on the original creature, if I remember right). Not sure on the specifics, but if you're okay with that in theory, I'll add a few things from the racial traits.
I'd say it's more idealized than prefect, but that's semantics. Sounds good!

Offline indarkestknight

It doesn't have the same name in Pathfinder, but a template for a lawful version of the fiendish/celestial creature template was released in Bestiary 2. It's called resolute

Offline Ghostwheel

The template doesn't really appeal to me, but thank you for the link all the same :-)

Offline Ebb

This looks fun. I've PMed you with a Super Sekret character idea.

Offline FallenDabusTopic starter

just hit you back on that  ;D

Offline Lockepick

Any thoughts on what you want from us as an application? Would you just like some answers to the 'topics' you listed under 'The Fluff?'

Did you want a full sheet at this point?

Offline FallenDabusTopic starter

Any thoughts on what you want from us as an application? Would you just like some answers to the 'topics' you listed under 'The Fluff?'

Did you want a full sheet at this point?
Yes, full sheets please. I've just fluff before, but it has a tendency to stall the game before we even start.

Offline Blinkin

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This sounds so interesting, but I don't know much about planescape and nothing about mythic pathfinder... and the group is probably full.

Offline FallenDabusTopic starter

This sounds so interesting, but I don't know much about planescape and nothing about mythic pathfinder... and the group is probably full.
Its not, although there's a lot of interest so far. Don't worry about not knowing Planescape, its got built in assumptions for characters that don't know anything about it. Just create a character you think may be interesting. As for Mythic, you're going to have to learn it sooner or later for Wrath :P

Offline Blinkin

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Well, you've probably figured this out, but would any of the following be acceptible as a class? As I hate to even think about building a race, I'll probably go with something normal..

Swashbuckler (Advanced Class Guide?)
Ranger
Rogue

Offline FallenDabusTopic starter

Well, you've probably figured this out, but would any of the following be acceptible as a class? As I hate to even think about building a race, I'll probably go with something normal..

Swashbuckler (Advanced Class Guide?)
Ranger
Rogue
yup, all are good.

Offline Blinkin

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Well, since I haven't played it before, and I've been itching to... the Swashbuckler from the Advanced Class Guide. It looks like it could be fun... are firearms allowed? Thinking something like the late 18th centurysailing man with more than his fair share of bravado and flash.

Offline Ebb

One minotaur fighter submitted. Just in case anyone else happened to be looking to do the exact same thing.


Offline ererruz

Quote
Traits: Two traits at character creation, no more by any means.

That includes no drawbacks, I presume?

Offline FallenDabusTopic starter

That includes no drawbacks, I presume?

Yes.

Offline ererruz

My Eladrin/Firre Cleric/Vitalist of the Society of Sensation is almost ready, so you should expect it in a day or two.

Offline Blinkin

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Sent in my plain ol' human Swashbuckler... Jack Sheats... yes, it's a pun, so if he gets in, you can no longer say, "I don't know Jack Sheat!"

;)

Offline FallenDabusTopic starter

Just a reminder, please post your character sheets in this thread as you are working on them. It makes it easier for me to check up on them, as well as letting other people see the awesome stuff that you people are working on!  ;D

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*waves* 

Did you get the group size you waned? 

Offline FallenDabusTopic starter

*waves* 

Did you get the group size you waned?
I haven't picked anyone, but I think I'm going to let this run the full two weeks and pick characters at the end. So if you've got an idea, toss it on in there!

Offline Blinkin

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So, here's Jackson "Jack" Sheats...


Physical Description

Jack is a good looking young man with a certain style and flaire that makes him stand out in a crowd, be it on the deck of a ship, or the local tavern; he makes a mark wherever he goes. A strong jawed face with bright, blue eyes and a slight curl to his lips that implies a bit of humor that only he is privy to are separated by a straight, almost bold nose and the top half of a jet black goatee. A tanned complexion surrounded by a luxurious mane of ebony hair and a single gold ring in the right earlobe. Broad shoulders fills out the linen tunic under a dark blue jacket before his fram narrows to lean hips and long legs encased in leather pants and turned down thigh high boots. A weapons belt hits about his middle holding a matching rapier and dagger..


Personality
Jack never lacks for something to say, usually witty and perhaps just a little insulting, but that’s only to his opponents. A fairly happy-go-lucky man, Jack is everything that a swashbuckler should be, urbane, polite, and loves a good duel. While he might plan to kill a man tomorrow, there’s no reason why he can’t sit down and have a drink with the man for some banter and piffy interchanges the day before. As long as the rules of editcite are followed, he’ll even buy the drink. But, when the time calls for seriousness… well, he’s probably not the guy to look toward.  He’s not lazy, or doesn’t take things seriously, he just doesn’t want to look like he is. But, when the decks are awash with blood and the sails are flapping in the dead air, he’s the man you want at your back and a more loyal friend won’t be found.


History
Jackson Scott (He vastly prefers Jack) was born to prosperous merchants who traveled extensively, doing the business of trade that was the lifes-blood of the family. Once Jack was old enough to travel with them, meaning that he could be carried without an alarming amount of care, Jack went along for the ride. Even at the very early age of 2 years old, Jack loved the sea and ships. He would sleep through the worst storm and had his sea legs before he had learned to run… so his favorite times where when they traveled by water.

Unfortunately, when Jack was less than 5 years old, he was found alone in the ship’s longboat, dehydrated and near death from exposure. The fate of the vessel that he and his parents had been on, nor the crew was ever discovered. As Jack only knew his age, and had no memory of the events that led to him being alone in the boat, he was returned home, where his grandparents raised him as best as they could. From that day onward, the mystery of the lost ship and family haunted Jack. It sat in the back of his mind so deeply that as soon as he was old enough, he went off to sea to learn the art of being a sailor. Eventually, he learned the art of the blade and the tongue as well and couldn’t resist the allure of well made clothing and the feel of excitement when the sound of steel on steel filled the air…. But his ambitions were to find the fate of his parents; no indication of pirtes or shipwreck ever came to light over the last 16 years.


Jack Sheats
Name:Jack Sheats         Player: Blinkin
Race:Human             Sex: Male
Class: Swashbuckler          Favored Class:  SwaFighter
 Level:3              EXP:
Alignment:CG          Next Level: 
Age: 21            Height: 5’10
Measurements:          Weight:192


Ability Scores:
STR:12    (+1) Carry: L:43 , M:86 , H: 130
DEX:   16 (+3)
CON:12    (+1)
INT:   12 (+1)
WIS:12    +1)
CHA:15    (+2)

Saving Throws:         Combat:
Fort: +2         HP: 33/33
Reflex: +6         Init: +3
Will: +2         Speed: 30’

Offense:            Defense:
BAB:+3            AC: 18
TAB: +5            AC (Flatfooted): 14
Ranged: +6            AC (Touch):14
CMB:+4            CMD: +17
AC(Special):


Class Skills
Total   Skill (Ability) (CS+Abil+Mod+SP)
8   Acrobatics (DEX) (3+3-1+3)
7   Bluff (CHA) (3+2+2)
4   Climb (STR) (3+1-1)
8   Diplomacy (CHA) (3+2+2) (10 to gather information)
6   Escape Artist (DEX (3+3-1+1)
4   Knowledge; Local (INT) (3+1+1))
4   Knowledge; Nobility (INT) (3+1+1)
7   Perception (WIS) (3+1+3)
5   Profession; Sailor (WIS) (3+1+1)
6   Ride (DEX) (3+3)
7   Sense Motive (CHA) (3+2+2)
8   Sleight of Hand (DEX) (3+3-1+3)
4   Swim (STR) (3+1-1+1)

Languages: Common, elven


Feats/Racial Traits

(RF=Racial Feat, CF=Class Feature)

Able Learner (Gains 1 HP & 1SP instead of 1 or the other at each level)
1st Level:
   Two-Weapon Combat (Gains additional attack with off hand -2 to TAB)
CF -   Deeds(Daring Do, Dodging Panache, Opportune parry & repost)
CF -   Panache(2 pts) (Gains pointsequal to Charisma for deeds. )
CF -   Swashbuckler Finesse (Weapon Finesse Feat)
2nd Level:
CF -   Charmed Life 3x day (Add 1D6 to any skill check)
3rd Level:
Combat Exotic Weapon Proficiency; Swordbreaker
CF -   Deeds (Kip-up, menacing swordplay, Precise StrikeSwashbuckler Init.,
CF -   Nimble +1 (+ 1 to AC, like dodge feat)


Traits/racial traits:
Bonus Feat at 1st level
+1 skill point at each level
Traits:
   Paragon of Speed: +2 to Initiative)
   Affable: +2 to diplomacy to gather information


Coin
PP:  7 2.3 oz)(
GP: 13 (3.3 oz)
SP: 9 (3 oz)
CP: 8 (2.7 oz)
   Weight: .7


Weapons/armor
MW Rapier
Dam: 1D6      Crit: 18-20(x2)   Wgt: 2   Cost320
MW Dagger, swordbreaker: +4 vs disarm & Sunder
Dam: 1D4   Crit: x2   Wgt: 3   Cost: 310
Dagger (x2)
Dam: 1D4   Crit: 19-20(x2)   Wgt: 2   rng: 10’   Cost: 4
MW Chain Shirt
AC: 4   Dex: +4   Skill Pen: -1   Spell Fail: 20%   Wgt: 25   Cost:250


Other Items:
Item:         Weight:   Cost:   Notes:
Handy Haversack:   5   2,000
Bedroll:      5   .5
Belt pouch (x2)   2   1
Caltrops      2   1
Canteen (x2):      2   4
Clothing, explorer:   8   0
Flint & Steel:      neg   1
Grappling Hook:   5   1
Rations (x7):      3.5   3.5
Rope, silk:      5   10
Wetstone:      1   .02
Wrist Sheath,(x2):   2   10 (Spring loaded, holding dagger each. +2 slieiht vs perc)
   Weight:41.7 lbs
 Spent: 2,916.02

Offline Ebb

Marcus Cantanos, Level 3 Minotaur Fighter
Appearance
Marcus is a hulking seven foot tall minotaur with deep red fur ranging from the top of his head down to his lower back. His muscular chest and arms are hairless, as are his thighs. His lower legs are bent like a bull's, covered in fur, and end in broad black hooves. Marcus has two large curved white horns which he keeps well polished. His eyes are black, deep set within his head, which of course is that of a bull. Marcus typically wears a breastplate suited for his shape and a leather kilt.
Background
Marcus is from the city-state of Bethos, on an alternate Prime, from a region similar to classic Greek myth. Bethos is an enlightened city, ruled by laws and home to a mixed population of humans, centaurs, minotaurs and a scattering of other races. The world is relatively low-magic, with little to no overt sorcery and typically only minor direct manifestations of divine power.
Although Bethos is by and large a peaceful city-state, there is still crime, there are still spies, and even occasional treason is not unknown. In these cases there is invariably a fair trial, with the guilty sentenced to harsh punishments. The death sentence is not uncommon, and when it is administered the method is always the same: The Labyrinth. For the rulers of Bethos know that mortals can be fallible, and so the guilty are given the opportunity to seek redemption by the gods for their crimes. They are dropped into the center of the Labyrinth, with no supplies and armed only with a knife, and given the chance to escape from the Labyrinth’s sole exit.
Which would be no easy feat, given the immensity of the structure and the maddening design. But if the Gods truly wish to save one who is condemned then they must give him the strength to defeat or elude the Executioner, who is tasked with hunting down and killing the criminal. In five hundred years only three men and one woman have managed to escape, at which point they were declared innocent by the hands of the Gods.
Marcus is an Executioner, a member of the small elite body who administer the Labyrinth. They are considered almost a mystery cult by those outside, and in fact they do worship together the Empyreal Lord known as Damerrich. Executioners are considered to be an honored and necessary part of the system that keeps Bethos strong, and are thought to be above corruption.
Four months ago Marcus was serving as Executioner for a man named Nemesil, a strange individual of foreign complexion and odd mannerisms. He had been accused of spying on Bethos on behalf of the enemy city-state of Torgon, having been caught within Bethos’ own armory. He had offered no defense at trial and was summarily consigned to the Labyrinth. After four days he had not emerged, but Marcus had also not killed him. After another week it was clear that something was wrong. There was neither food nor water in the Labyrinth, and prisoners were provided with neither. The whole of the Executioners corp were released into the maze, but after an intensive search  Nemesil was not found. He had simply disappeared.
The event was unprecedented and threatened to rattle the entire structure of criminal jurisprudence in Bethos. Eventually it was proclaimed that the Gods had granted Nemesil his freedom, and that Marcus was without blame in the matter. Such proclamations are easy to make, but difficult to make stick, and Marcus’s reputation suffered on innumerable levels.
Which, it turns out, made little difference. In a few short months Marcus went to sleep in his own bed, and awoke… elsewhere.
Personality
Marcus is well-spoken, though not overly bookish, generally patient and has a good sense of humor. In short, he is completely unlike what most would expect from a minotaur. On his own world the civilized minotaurs have little contact with the savage tribes that live in the wilderness. Marcus will soon learn that for most of the multiverse those savages are far better represented than his own enlightened minority.
That having been said, no one would ever mistake Marcus for a scholar. His life has been one of training in arms and he has very narrow experience of the world outside his own structured society. He has a firm belief in the Law, though he has never been put in a position where the local law conflicts with his own beliefs.
Marcus eats no meat, but will partake of fish, eggs, dairy and the like. He is very fond of cheese.
Sexuality
Marcus is heterosexual, though the culture that he comes from does not frown on homosexuality. He has participated in his share of wine-soaked festivals and other Bacchanalia.

Mechanics
Marcus Cantanos, Level 3 Minotaur Fighter
Alignment: Lawful Good      Deity: Damerrich
Str: 18 (+4) Dex: 12 (+1) Con: 16 (+3) Int: 10 (+0) Wis: 13 (+1) Cha: 8 (-1)
AC 18 (armor 7, dex 1); Touch AC 11
hp 13 + 8 + 8 = 29 (taking average, not rolling)
Fort +6, Reflex +2, Will +2   Init +1
Melee attack +7, Ranged attack +4, CMB +7, CMD 15

Traits (2):
Blade of Mercy (no attack penalty for non-lethal damage with slashing weapon, +1 damage w/slashing weapon)
Killer (on critical hit, add critical multiplier as bonus damage)

Attacks:
Masterwork Greataxe (att +8, dmg 1d12+6, crit x3) (+3 dmg on crit)
Gore (att +7, dmg 1d6+4)
Gore, charging (att +9, dmg 2d6 + 6) (and -2 AC until next turn)
Throwing Axe (att +4, dmg 1d6+4, crit x2)

Feats:
1- Power Attack
F1 - Cleave
F2 - Pushing Assault
3- Improved Bull Rush

Skills:
(Class Skills are Climb, Craft, Handle Animal, Intimidate, Knowledge:Dungeoneering, Knowledge: Engineering,  Profession, Ride, Survival, Swim) 6 points to spend
(CS + ranks + ability; For simplicity, only showing skills with points spent)
Knowledge: Engineering (3 + 1 + 0) 4
Survival (3 + 3 + 1) 7
Perception (0 + 2 + 1) 3

Languages:
Common, Giant

Special Abilities:
bravery +1 (saves vs. fear)
armor training (armor check penalty -1, move at normal speed in medium armor)
scent
know direction cantrip at will
immune to Maze spell
darkvision 60'

Equipment: (3000gp to spend)
+1 breastplate (200 + 150 + 1000 = 1250)
masterwork greataxe (320)
five throwing axes (40)
dagger (2)
fighter's kit (9) (backpack, bedroll, belt pouch, flint and sttel, iron pot, mess kit, rope, soap, torches (10), trail rations (5), waterskin)

1379 left to spend

Custom Race Details
Minotaur Race
3RP      monstrous humanoid (darkvision 60 feet)
0RP       medium
0RP      normal speed
1RP      Specialized (+2 Str, +2 Con, -2 Cha)
0RP      standard languages
1RP      natural attack (gore) 1d6
2RP      powerful charge (2x damage dice + 1 1/2 str bonus on nat. weapon on charge)
4RP      scent
1RP      immune to Maze spell; "know direction" cantrip at will
(12RP total, LA +0)
« Last Edit: May 03, 2014, 11:23:04 PM by Ebb »

Offline Lockepick

Base image: Add red eyes and elongated canines.
Erinyes-Blooded Tiefling -- Infernal Sorcerer
Tiefling/Demonic Taints
An Erinyes is a type of devil that is traditionally a beautiful bestial woman with feathery wings and red eyes. They look rather humanoid outside of those two traits. Malpos has the natural beauty, the bright red eyes of his ancestry, and elongated canines of his ancestry. Even if the physical manifestations are subtle, Malpos carries an undeniable aura of sensuality and fiendish taint, most often being perceived as the soft scent of musky incense coming off of him.
Personality/Sexuality
Personality: Malpas believes he most constantly fight against his heritage for free will. As a Sensate, he tests the borders of taboos; exploring what society forbids their members from experiencing. He constantly questions his own decisions and motives, as well as why certain rules and laws are in place. He is Chaotic Neutral: He acts devoid of the rules in place by others. He is not so stupid to take intentional risks, but the rules that society puts up to protect the 'common' man does not always apply to him.

Sexuality: Character is Bisexual with a preference towards other men. -- Player would prefer to fade to black and M/F sex. Turn Ons: Masculinity, 'inhuman' shapes, 'unique' sexual organs; Turn Offs: M-Preg, Scat, Vomit, M/F Interactions.
Background
It's no secret that Devils are predetermined towards a specific set of ethical guidelines, just how the Slaadi and the Celestials are. Concepts like 'Law' and 'Evil' are perceivable traits, and it's easy to see the trend in the cultures, and how they compare to others. Most see no reason to move against that grain, even if they are aware they're following some genetic disposition. Once Malpas was of age enough to understand how certain species of Outsider were influenced by their native plane, he found the fact abhorrent. To follow along with that predisposition was akin to a loss of all free will. Malpas left Baator for the Prime material in hopes to find his own free will. In the beginning, he acted intentionally opposite to the devil's natural alignment: trying to embody 'chaos' and 'good.' He traveled to major cities in the Prime to act as a vigilante and a mercenary.

Eventually, it became clear that acting specifically opposite of his predetermined alignment was just as much of a loss of will as acting in accordance with it. A constant over-analysis of his own actions left him frozen in indecision. He tried to act without thought or planning; usually in a haze of alcohol, drugs, and adrenaline. Eventually he crossed path with a Sensate who was traveling through, and was intrigued enough by the order's philosophy. Malpas visited with the Sensates, believing that by experiencing everything the planes had to offer, he could find true free will. While some Sensates focused on experiencing every aspect of love or hate, Malpas tried to experience everything that cultural taboo blocked people from experiencing. By breaking those cultural taboos, Malpas can learn who and what he really is, and in that, lies the truth of free will.
« Last Edit: May 08, 2014, 10:29:33 AM by lockepick »

Offline Erich Norden


Arduinne Winterbourne
CN female human sorcerer 3

Appearance
A young human woman of average height with auburn hair and light hazel eyes.  Attractive, though otherwise unassuming in appearance, she seems to possess an aura of cool confidence and focused determination.

Background
Arduinne was born into the well-to-do Winterbourne house, a family of Chelish descent whose relatively small but successful business trading in furniture and textiles in Korvosa ensured she did not want for much in her youth.  Being the youngest of three children and the only daughter, at an early age Arduinne developed a rebellious streak she never quite outgrew.  She discovered her sorcerous talents early, and made a hobby out of playing magical pranks on visitors, something which caused her parents no small amount of embarrassment.

This, along with her impatience and stubbornness as a child, tended to get her into trouble on several occasions, especially with her father Marius.  Over time, this friction grew into mutual resentment, despite her mother's attempts to smooth things over.  After a mishap in which she very nearly set the family's country manor ablaze, her father decided to send her to the Theumanexus College, in part to ensure she got a proper education, but mostly so he could get the "little witch" out of his hair.

During her school years, the young Arduinne fared little better, as she would often chafe at her instructors' advice or reprimands -- she knew what she was doing, and they didn't have all the answers.  However, she excelled on almost all practical examinations and retained much of what she learned, and this was sufficient enough for her to pass graduation shortly after her eighteenth birthday.

Afterwards, rather than return to a family she felt did not want or need her, Arduinne began her life as an adventurer, living for herself and travelling as her means would allow.  Despite being a skilled practitioner of the arcane, she has only made a modest income, as she often disdains work she finds uninteresting or beneath her.  Ultimately, she seeks to better understand her magical gift and improve her abilities, her goal being nothing less ambitious than to eventually become one of the most powerful sorcerers of the present age.

Most recently, her travels took her to the Spellscar Desert in Garund, where she devoted herself to learning all she could of the odd surges of wild magic that periodically scoured the wastelands.  While attempting to locate one of the fabled mana wells rumoured to form beneath the desert's surface, Arduinne's overconfidence and ambition nearly proved fatal as one such storm overtook her.  She pressed onward even as it grew more severe, and soon she could no longer turn back, eventually falling to her knees in pain as it seemed her very flesh was boiling away.  In her last agonized moments of consciousness she had only a singular, overwhelming thought, a need surpassing any other: I must live.  In a monumental exertion of will born of the most dire necessity, her entire being screamed this desperate wish to reality, and reality listened.  For but an instant, her mind touched the wild magic engulfing her, and the world fell away into merciful oblivion.

In the untold time Arduinne's mind drifted in unconsciousness, from among the half-formed fever dreams there came a voice.  Perhaps it was that of a teacher echoing from years ago, perhaps it was one of her own subconscious imagining, but its words were clear:

"You will hear the silent whispers of magic, and it will change you."

Personality
Arduinne can be difficult to get along with to those who don't know her, and often even to those who do.  She is stubborn and ambitious, and comes off as blunt and cool, even haughty at times, and has little patience for those whom don't respect her.

She values her own freedom in the highest regard, and attempts at coercion are the surest way to rouse her temper.  Despite having no love for authority, she is not ignorant of social customs and proper etiquette, and will show deference to others when it suits her needs.

Although she was instructed in all variety of arcane matters, Arduinne has long favoured evocation magic, and all the spectacle and raw power it embodies.  In combat, she is clever and ruthless, and delights in occasions when a novel tactic of her own devising proves particularly effective.  She relishes a good challenge and is far too proud to rely on anyone else, confident that her own ability will see her through, and only retreating as a last resort.

Other info for the GM
In short, the freak encounter with the wild magic storm resulted in Arduinne being shunted to one of the outer planes from Golarion and falling into a coma, awakening when the adventure begins with only a hazy memory of how she got there.  I reckon this event would be her "mystery", and an excellent jumping-off point for mythic ascension.  Having spent several years at an academy of magic, she is somewhat familiar with the Planes, but only in a theoretical capacity.

I did read what you wrote regarding alignment, and you have my utmost assurance that Arduinne is not Chaotic Stupid.  She will quickly realize the importance of allies.  I play characters, not caricatures.

Offline Blackflow

Pathfinder, Planescape and allowed Psionics?  My three favorite P's!  I must needs apply to such an event.  Here's what I propose to play, if there's room:

Jacopo Torrhen
CG male Human Cryptic 3

Background
The city of Old Scipian is the reigning superpower of its neck of the world, or at least, so its citizens believe.  Ruled by the Governor, or by the Council Populous depending on the day, its mercantile arms stretch hundreds of miles in every direction,  the wheels of its industry ever turning, smog covering the sky and making the sunsets over the city's tall towers glorious, even if it is a bit hard to breathe.  In the name of progress, its navy steams out, carrying the latest technology researched at the Caricossal Institute to enlighten the world.

Professor Torrhen, Jacopo to his friends, was a gentleman scholar and inventor, a sometime teacher of execrable skill, and a dabbler in one of the less flashy forms of the thaumaturgy that the city ran on.  One-time mutilations of his flesh in exchange for minor changes to his anatomy at will, a welcome bargain to him, and helpful as he tinkered on new and improved mousetraps for the university's backers, or really for anyone who would give him a research grant.  His wife was an unassuming painter of not inconsiderable skill from one of the poorer districts, their children destined to be the city's next bohemians.  All in all, he and his family were the picture of the up and coming Scipianer middle class.

The day he came home and found it simply gone, the building now a slaughterhouse, the space where his flat had been an oven, and no sign that he or his family had ever even existed in this place, was the day Jacopo Torrhen lost his mind.  Peering into the oven yielded his first glimpse of the Symbol, etched in burning coals underneath the massive grille.  He had become persona non grata; none knew him, no sign of his existence lingered.  His inventions were credited to others; his office was now a mail room; his former friends greeted him as though they had never met in their lives.  Jacopo was reduced to a wanderer, traversing the city for days, then weeks, then months, searching for any sign of his family or, indeed, even himself.  The time stretched to years as he made his way through garbage strewn streets, sleeping in gutters and dodging cutthroats and guardsmen alike, surviving on refuse.  And always, everywhere he looked, the Symbol.

It appeared everywhere, in the clouds, in the ripples of the water, in the layout of streets, in the puddles of unspeakable fluid dripping out of abattoirs ... and everywhere as graffiti, in all the colors of the rainbow, many of them put there by his own hand as he made his slow circuit.  The only method to his madness, as the years stretched into over a decade, was finding a place, even a single street, where the Symbol was not.  He stumbled through multiple administrations, staggered through gang wars and demolition crews, bedded down with the city's rejects in sewers and landfills.

Finally, a little over a week ago, he stumbled onto Weaver Street, a back alley between a condemned bar and a railway warehouse, and it was here that the Symbol showed up only in one spot: as an ornate doorknob.  Entering the door, Jacopo's perceptions seemed clearer than ever, but ringed with stars, whirling about his retinas.  He was greeted by name; he was welcomed inside, arms thrown about his shoulders, comradely laughter.  And then ... the door of his flat.  Exactly as he had left it, the sound of his children playing inside, his wife's voice as she scolded them.  He was pushed through and met blackness.  Void.  Before a new world took shape around him ...

Personality
Stumbling into the wide world of the planes has disoriented Jacopo, but surprisingly seems to have jarred his wits back into place, allowing his former persona to mostly emerge once more.  Erudite and analytical, he prides himself on knowing a smattering of everything, and delights in applying what he knows to help himself and others.  He remains ill at ease around people, though, either lapsing into uncomfortable silence or blurting out stream of consciousness rants.  He retains an unhealthy fixation on symbology and an insatiable curiosity, and is liable to hare off after some interesting bit of information, but takes care to escape most peoples' notice while doing so.  Fundamentally, Jacopo wants to discover the entity behind his ruination if he can, but there are lines he will not cross in his quest.

Appearance
Old before his time, Jacopo is middle-aged and relatively lithe, but his malnourished frame and years of street living have given his craggy face lines and greyed his thinning black hair, his brown eyes furtive yet piercing like a wild animal's.  His nose has been broken many times over, but miraculously he's only lost two teeth.  His clothes are ragged and layered, but practical and warm, scavenged and stitched as they are from multiple sources.
« Last Edit: May 04, 2014, 10:14:37 PM by Blackflow »

Offline FallenDabusTopic starter

Awesome job folks, keep them coming! I've seen some great ideas, both here and in PMs. Just an FYI, if you're waiting for a response from me, I just got off a long weekend, so it won't be as quick as it has been.

To help everyone out, I've made a countdown to track how long you have until I'm picking characters. You can find it here.

Finally, the Mythic Mania Kickstarter has just over 24 hours to go. I know I said it before, but I am backing this project and it will be available to you as resource once it is released. Its also made my many of the same people who wrote Mythic Adventures. If you're on the fence, please consider backing it!

Online Orange Marmalade

Alright, here's the one I've been working on. I'm open to a few changes but I think I finally got him into a good spot!

Szinolin
Surface Drow - Fighter1/Rogue2
Concept
Zin is a young (for an elf, anyways) rogue who hasn't seen a lot of the world. He's competent but not a master at his craft - yet - and his curiosity and propensity for going where he shouldn't are always bound to get him into trouble. I look forward to the chance to throw him into the Planes in a sink or swim situation where he can mature and grow into something greater than himself.
Background
Szinolin ('Zin) always had a bit of wanderlust in him. Even as a boy he ranged far and wide within the forests where his people dwelled, going farther than most of his race had ever ventured and constantly exploring. He got himself into minor trouble with frightening regularity, though he was intelligent enough to never push things too far.

Still, to him the trees of the city felt almost oppressive. There was an entire world out there, his people had trading partnerships and he'd seen some of the things they brought back with them, but he'd never been allowed to travel far enough to see other towns or people. Eventually, as he passed the century mark and into adulthood for his kind, the pressures of society grew on him even more. Elves were long lived, but they grew slowly as a people and pregnancies were not common which meant that he was supposed to marry and start a family.

Zin was having none of that! Eventually he left a note and then made his way out of their city, out of their forests and into the plains beyond. In the two decades since then he has traveled the land, reveling in the atmosphere and density of the large cities which were completely unlike anything he'd known before. And while at times he was met with distrust because of his skin, the fact that he was alone, friendly, and seemingly at home in the sun meant that people generally weren't outwardly hostile. Most, in fact, had hardly even heard of his kind - surface or otherwise - outside of stories.

Eventually he settled in a citystate capital of Northton. It was there where he really spread his wings and started on his professional careerpath. He'd always had a habit of getting into trouble, which meant often times getting into places he wasn't supposed to be, and through this he made a modest living. Others with similar skills were far more cutthroat, but Zin preferred to avoid the darker side of things.

In Northton there was an ancient tower, 10 stories high and as big around as a large barn. Inside it was said to dwell one of the most powerful Wizards of all time, one who had once been a hero who saved the realm. Nobody had seen this Wizard for quite some time, and rumors and stories constantly swirled about the tower and its lone inhabitant. Some said the only thing he ate now were the flesh of those who trespassed, others said his constructs roamed the halls, ready to kill intruders on sight. Often the Tower was a topic of discussion, boasting, and wishful thinking by Zin and his friends. They would tell stories of what they'd do if they went in, of the treasure they'd find, and the ways they'd defeat the guardians. None of them would ever actually do it though.

At least, until Zin lost that bet. Left with the choice of sleeping with their landlord's daughter (who looked something like a cross between a horse and a rabid ox) or spending an hour inside the Tower, Zin made his choice. Zin approached the tower long after dark, finding the front doors nearly rusted off their hinges. Slipping inside, he waited... and waited. Not a single sound was heard. Dust covered the floors and decorations. Moth-eaten tapestries covered the walls. It was obvious that nobody had been there in many, many years.

Slowly Zin climbed the tower, curiosity getting the better of him. Each floor was much like the first, everything seemingly still in place and untouched - though nothing seemed particularly of value, or screamed magical to him. There certainly were no constructs and no wizard. Eventually he found himself on the top floor which was entirely empty except for a mirror, which he quickly approached. Almost immediately he noticed that the mirror was odd - no dust covered it, and the surface was perfect and polished. Zin leaned in for a closer look... and that's when he tripped, falling head first through the mirror...

Personality & Sexuality
Personality: Szinolin is rarely serious and often a bit of a jokester - unfortunately his jokes aren't always the best and not everyone agrees with his own for of humor. Generally, however, he's quickwitted and wise and even if he doesn't choose to do the right thing he at least usually knows what he should have done. Sometimes the other choices are just more fun!

He has a propensity for exploration, for being a scoundrel, and for sometimes picking up things that don't belong to him. That said, he never kills in cold blood and would never take from those who didn't deserve or could not afford it. Mostly. Unless it is really shiney - and even then he might just leave something in its place as a sort of trade (though he does usually get the better deal...). Zin is also loyal to a fault, though he'll never admit it and most would never guess it.

Sexuality: Zin likes having fun. Can you provide fun? Good enough! (Though he leans towards men)

Surface Drow Race
Many centuries ago a small group of Drow had gathered, brought together by a common distaste of the worship of the Demon Lords that their race bowed to. Together they fled their underground caverns and traveled far from known civilizations, making a home deep within the forests.
Slowly they grew in number, learning to survive and adapt in a world totally new to them. From books they had brought with them they learned a new way of worship and gave thanks to the Elven god Yuelral, who taught them how to work with the natural materials of their new home.

Over time these Drow began to build their own society and adapt better to the brighter world, the world outside their caverns and outside the shade of the mighty trees they lived under. They became great craftsman, and better hunters, giving up their crossbows for weapons more suited to chasing down game. The sun gave them health, light and warmth, and they embraced it, becoming a culture that celebrated life, freedom and magic.
Stats: (14 points, same as Drow)
Humanoid - Elf subtype. Elven Language.
+2Dex/+2Cha (Flexible)
Dancing Lights, Darkness, Faerie Fire 1/day
Static Feat: Point-Blank Shot
Lesser Spell Resistance

Statblock
Easier to read PDF here: http://www.digitalsolecism.net/Szinolin.pdf
Szinolin
Male Surface-Drow Fighter (Archer) 1/Rogue (Sniper) 2
NG Medium humanoid (elf)
Init +5; Senses low-light vision; Perception +8
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 25 (1d10+2d8+6)
Fort +4, Ref +6, Will +2; +2 vs. enchantments
Defensive Abilities elven immunities, evasion, hard to kill; Immune sleep; SR 9
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger tohit +4 (1d4+2/19-20)
Ranged +1 composite longbow tohit +7 (1d8+3/×3)
Special Attacks accuracy, sneak attack +1d6
Spell-Like Abilities (CL 3rd; concentration +3)
. . 1/day—Dancing Lights, Darkness, Faerie Fire
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 14, Int 12, Wis 14, Cha 10
Base Atk +2; CMB +4; CMD 17
Feats Deadly Aim, Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (longbow)
Traits magical knack, reactionary
Skills Acrobatics +7, Appraise +5, Bluff +4, Climb +6, Diplomacy +4, Disable Device +9, Disguise +4, Escape Artist +7, Handle Animal +4, Intimidate +4, Knowledge (arcana) +2, Knowledge (dungeoneering) +5, Linguistics +5, Perception +8, Ride +7, Sense Motive +6, Sleight of Hand +7, Spellcraft +2, Stealth +6, Survival +6, Swim +6, Use Magic Device +4
Languages Abyssal, Common, Elven, Undercommon
SQ rogue talents (weapon training), surface infiltrator
Other Gear leather armor, +1 composite longbow, arrows (80), dagger (3), flight arrows (20), bell, bell net, chalk (5), earplugs, iron spike (2), rogue's kit, thieves' tools, masterwork, 232 gp, 9 sp, 1 cp
--------------------
Special Abilities
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Accuracy (Ex) Halve all range increment penalties with a bow or crossbow.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Elven Immunities (Ex) +2 save bonus vs Enchantments.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Immunity to Magic Sleep You are immune to magic sleep effects.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Knack (-Choose-) +2 CL for a specific class, to a max of your HD.
Mythic Power (5/day, Surge +1d6) Use this power to perform your mythic abilities.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Spell Resistance (9) You have Spell Resistance.
Surface Infiltrator Lose darkvision, but gain low-light vision and lose light blindness.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.

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« Last Edit: May 05, 2014, 02:58:47 AM by Orange Marmalade »

Offline Blinkin

  • Court Jester extraordinaire!
  • Lord
  • Addict
  • *
  • Join Date: Mar 2012
  • Location: The State of Confusion
  • Gender: Male
  • I try to be good, but it's such hard work!
  • My Role Play Preferences
  • View My Rolls
  • Referrals: 0
It appears that we have achieved a lull... Quite an achievement, I admit, but I prefer a more difficult goal to reach. ;)

Offline FallenDabusTopic starter

It appears that we have achieved a lull... Quite an achievement, I admit, but I prefer a more difficult goal to reach. ;)
Oh, there's activity in the PMs, don't worry. There will be more characters to come.

Offline Blinkin

  • Court Jester extraordinaire!
  • Lord
  • Addict
  • *
  • Join Date: Mar 2012
  • Location: The State of Confusion
  • Gender: Male
  • I try to be good, but it's such hard work!
  • My Role Play Preferences
  • View My Rolls
  • Referrals: 0
That's good to know. Nothing wrong with the characters already posted, just was hoping for mor. lol

Of course, as I'm unlikely to get in with my plain-jack fantasy character, we'll have to see what happens. It'll be something interesting to watch.

Offline Ghostwheel

Yipyip the Kobold

Background
Yipyip's story began long ago, far before he was even born. Back then, his kobold tribe, the Dragonsong Hope tribe, lived near the surface. It is told that during the time, far ago, a vision came to the eldest of the clan, a mighty oracle name Gingin who said they had received a message from Tiamat to dig deeper into the earth and find the most secret of treasures. The kobolds, often an industrious bunch, worked together and started burying themselves deep into the Earth. They dug deeper, and deeper, and a generation or two passed and they continued digging. Unknowingly, the tribe travelled through a planar portal into the plane of Earth, and yet they continued digging. Never realizing that they weren't even on the same plane anymore, they continued to dig deeper, and deeper. Generations passed, and the kobolds maintained their holy (or unholy, as some might describe it) purpose, and another portal was passed unknowingly.

Finally, continuing in the same direction, they broke surface--they must have reached the other side of the world! But no, instead they had come out in the middle of a giant gear that moved ever so slowly around and around. Having forgotten why they started digging in the first place, the kobolds made this new place their home, and for a time, all was good, for this was Mechanus, the plane of perfect order, and the kobold society fit perfectly into its way of thinking--though perhaps this was due to the plane's influence upon them, rather than how they were originally. Regardless, kobolds were always a species that worked together, and the plane's influence accenuated this, causing them to mine deep into the cogs of the plane, and expand their home further to keep up with the quickly-growing number of hatchlings that were spawned from the way kobolds usually went about things.

One of these hatchlings was Yipyip. From a young age he had two loves--firearms, and magic. Both were wondrous for him; on one hand there was the feel of magic running through his veins and exploding from his fingertips, tingling as it changed the way that the world worked in the most primal of ways. And then, there was blackpowder. Its scent as it ignited, the feel of a large piece of metal in his hands ready to blow enemies of the tribe away, these were things that brought him to such ecstatic heights that he could not properly explain to his clanmates. His prized possession was a rusty old handgun that the adventurers who had showed him the magic of blackpowder for the first time had left him. Since then he had worked furiously, and successfully replicated and upgraded a copy to have TWO barrels--after all, two barrels were better than one, right?

All was good for a while, until as part of his mining duties Yipyip dug a little... too far, and found himself surrounded by strange metallic beings. They were completely different from anything that he had ever seen before, with a strange language and weird half-robotic eyes. He quickly fled from their probing limbs and multi-faceted bodies into a strange doorway that appeared before him only to emerge inside a strange city with little knowledge of where he was, or how to get back home.

Since then he has been on a number of adventures, each one a wild goose chase trying to find his way back home, and each time failing. Usually chased by something far bigger than he and being forced to run away from one fight after another, he has learned to be quiet and sneaky (at least, as much as a kobold can be), and to quickly bow his head and beg for mercy, an act which has saved him more than once from creatures that were amused enough not kill him right there.

Personality
As most kobolds go, Yipyip has never lost the innate cowardice that has allowed them to live so long as a species. While he can be quite brash when he has someone on the ropes, he quickly quails at any actual resistance and when someone proves themselves stronger than he, he is the first to grovel on the ground and beg for mercy. The little kobold also enjoys hoarding various trinkets, as long as they are "shiny", and loves the warmth of heated coins against his cold scales.

Beyond that, he desperately wants to go back home and rejoin his tribe, but despite his constant effort, he never seems to find his way back--and the time or two that he had even gotten back to the right plane, he had no idea in which direction his tribe was, leaving him no choice but to eventually, somehow, find his way back to Sigil. In Sigil he mostly lives off of the scraps of others, though it's been common practice for others to hire him on for an adventure when they need some long-range magical and physical support, and he's gotten a reputation for being solid in a fight--since, by the time he turns and runs, most of his comrades are already dead, and don't live to tell the tale.
.
Statblock
Yipyip
Axiomatic Kobold Gunslinger (Pistoleer Bushwacker) 1 / Magus (Myrmidarch) 2
N Small Humanoid (Reptilian)
Init +5; Senses See in darkness; Perception +7
--------------------
Defense
--------------------
AC 21, touch 16, flat-footed 16 (+3 armor, +5 Dex, +2 natural armor, +1 size)
HP 28 (1d10+2d8+6)
Fort +8, Ref +8, Will +5; +2 vs. enchantments
--------------------
Offense
--------------------
Speed 30 ft.
Melee spiked gauntlet tohit +2 (1d2-1/20)
Melee switchblade tohit +2 (1d3-1/19-20)
Ranged personal pistol tohit +8 (1d6/×4)
Ranged masterwork double-barreled pistol tohit +9 (1d6/×4)
--------------------
Statistics
--------------------
Str 8, Dex 20, Con 14, Int 15, Wis 12, Cha 5
Base Atk +2; CMB +0; CMD 15
Feats Point-Blank Shot (Bonus), Gunsmithing (Bonus), Precise Shot, Rapid Reload
Traits magical knack, defensive strategist
Skills Acrobatics +10, Knowledge (arcana) +8, Perception +8, Stealth +11, Use Magic Device +2
Languages Common, Undercommon, Draconic, Planar Common
SQ Prehensile Tail, See in Darkness
Other Gear
--------------------
Special Abilities
--------------------
Deeds:

Up Close and Deadly (Ex) At 1st level, when the pistolero hits a target with a one-handed firearm that is not making a scatter shot, she can spend 1 grit point to deal 1d6 points of extra damage on a hit. If she misses with the attack, she grazes the target, dealing half the extra damage anyway. This is precision damage and is not multiplied if the attack is a critical hit. This precision damage increases to 2d6 at 5th level, to 3d6 at 10th level, to 4d6 at 15th level, and to 5d6 at 20th level. This precision damage stacks with sneak attack and other forms of precision damage.

Gunslinger's Dodge (Ex): At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.

Quick Clear (Ex): At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.

Gunsmith: At 1st level, a gunslinger gains one of the following firearms of her choice: blunderbuss, musket, or pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it’s worth 4d10 gp when sold). The gunslinger also gains Gunsmithing as a bonus feat.

Trembling Grit 1/2: At 1st level, at the start of each day, a bushwhacker gains grit points equal to her Wisdom modifier – 1 (minimum of 1). In addition to all the ways any gunslinger can regain grit, a bushwhacker who reduces a helpless or unaware opponent to 0 hit points or fewer also regains 1 grit point. This expands the way in which the bushwhacker gains grit points, so a bushwhacker who gains grit points in this way only gains 1 grit point for reducing a helpless or unaware opponent, not 2 grit points.

Arcane Pool 3/day: At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells. At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

Cantrips: A magus can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Magus under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Spell Combat: At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

Spellstrike: At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier
--------------------
Spells
--------------------
Level 0 (DC 12): Acid Splash (1), Arcane Mark, Dancing Lights, Daze (1), Detect Magic, Disrupt Undead, Flare, Ghost Sound (1), Light, Mage Hand, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Spark
Level 1 (DC 13): Expeditious Retreat, Grease, Keep Watch, Silent Image (1), Vanish (1)
« Last Edit: May 10, 2014, 06:56:49 AM by Ghostwheel »

Offline TheGlyphstone

In on this so hardcore. Planescape is fantastic (though my favorite part is honestly the Sigil Prep fan-subsetting).


Since you're approving Dreamscarred Press material, how do you feel about the Tome of War beta-material? I haven't gotten a chance to give the PF-ized Martial Adepts a spin yet.
« Last Edit: May 08, 2014, 12:18:24 PM by TheGlyphstone »

Offline FallenDabusTopic starter

In on this so hardcore. Planescape is fantastic (though my favorite part is honestly the Sigil Prep fan-subsetting).


Since you're approving Dreamscarred Press material, how do you feel about the Tome of War beta-material? I haven't gotten a chance to give the PF-ized Martial Adepts a spin yet.
Go for it! It's all sitting on my laptop.

Offline Ghostwheel

In on this so hardcore. Planescape is fantastic (though my favorite part is honestly the Sigil Prep fan-subsetting).

For what it's worth, I'm the one who collated all the 3.5 material and saved it from permanent destruction on the wiki ;)

And yes, I love it as well.

Offline TheGlyphstone

Go for it! It's all sitting on my laptop.

Do you have the Harbinger beta material? That's what really caught my eye.
http://dreamscarredpress.com/dragonfly/ForumsPro/viewtopic/t=3210.html

Offline FallenDabusTopic starter

Do you have the Harbinger beta material? That's what really caught my eye.
http://dreamscarredpress.com/dragonfly/ForumsPro/viewtopic/t=3210.html
Ooo... haven't seen that before. Looks cool though, go for it!

Offline Isengrad

You have My interest Sir, Currently have a Half Giant Aegis in the works. Will certainly be reading up on planescape and finishing him tomorrow.

As a note of disclosure here. I have used Feats and a Racial build from Ultimate Psionics/ Psionics Augmented Volume 1. if you have Neither of those please let me know and I can get them to you.

Offline FallenDabusTopic starter

You have My interest Sir, Currently have a Half Giant Aegis in the works. Will certainly be reading up on planescape and finishing him tomorrow.

As a note of disclosure here. I have used Feats and a Racial build from Ultimate Psionics/ Psionics Augmented Volume 1. if you have Neither of those please let me know and I can get them to you.
I've got it so no worries!

Just so everyone knows, my computer's gone through another total collapse. This time I'm looking to getting it replaced, and quickly. I'm still here, all is good and we are going to stay on schedule, but I'm likely to be pretty quiet today. Deadline's coming up. Really looking forwards to seeing everything come together!
« Last Edit: May 10, 2014, 08:20:04 AM by FallenDabus »

Offline FallenDabusTopic starter

Okay, problems solved, at least for now.

We've got about 30 hours from this post until the deadline. That being said, it is a soft deadline and is at midnight my time on a work day, so you've got about 8 to 16 hours of flex time on top of that. As long as you get your character posted before I make my decision, I will consider it, however I don't know exactly when that decision will be made, so the sooner its up, the safe you are.

This has been very fun to watch and brainstorm with all of you, so I'm expecting it will be even more fun to play. Looking forwards to it people  ;D

Offline Lockepick

Glad to hear your computer issues are fixed! I know how stressful those can be.

Also just wanted to voice that I am still here, and still looking forward to seeing what the drawing is.

Online EroticFantasyAuthor

Would really like to give group games another go, this campaign sounds like it could be really awesome.

Is there still time/room to submit a character?

Edit: From what I've read it seems there's still time and that the deadline is the 14th, but always good to confirm.  :-)
« Last Edit: May 10, 2014, 02:10:15 PM by EroticFantasyAuthor »

Offline FallenDabusTopic starter

Would really like to give group games another go, this campaign sounds like it could be really awesome.

Is there still time/room to submit a character?

Edit: From what I've read it seems there's still time and that the deadline is the 14th, but always good to confirm.  :-)

There's as much time as you can find left on this ticker.

Offline EndofDivine

Here's mine. It's kind of "out there" but I figured I might as well go crazy and try playing something weird while I have the chance. The idea is basically a dead outer god that saved itself by creating a mortal vessel as it died. Pretty sure I'm going to have it be genderless in its normal state but it can shapeshift so it can technically be whatever gender it wants but will probably identify more as a female...the outer gods may be piles of tentacles and eyeballs but it was a female pile of tentacles and eyeballs. I haven't given it a name either since it won't know its old name because I don't want it to know exactly who it used to be. Kind of imagined the name developing in game, whether its asked to come up with one so it'll stop calling itself something like "This one" or someone giving it one so they can stop saying "Hey you."

Appearance
Its true form, while rarely shown, is vaguely humanoid in shape but a far cry from anything that would pass as human. The creature's musculature is completely uncovered by skin, revealing the mass of reddish-grey flesh beneath. Its head is roughly human-shaped though it lacks many human features, only possessing round, milky white eyes with no eyelids on its relatively flat face. Several parts of its body end in tentacle-like appendages, with a dozen of the appendages extending from the back of its head and also from the end of its arms, forming long and flexible fingers.

More than likely, anyone encountering the creature is going to see it in one of its preferred forms. It disguises itself as beings possessing extreme beauty, most often defaulting to a human female form but, in the end, it will adopt whatever form it believes will make it the most appealing to those around it.

Background
Desperation. That's what many would call the act that led to its creation. The deity that created it had lived for so long, untouched and only recognized by the few that cared to seek her out. It didn't matter - she had little need of mortals even though she often observed their lives from afar, her jealousy and curiosity for what they had constantly growing. That is how her existence played out for millennia. The outer god was so sure of her power, so confident that her position was secure. But even gods can die.

The vessel shook its head as its eyes opened, flashes of an existence that was both alien and familiar playing in its head. A god's twisted kingdom fell, the very fabric of her plane crumbled, and her essence was torn asunder. Instinctively, the vessel knew it was that deity, that its own home was the one that suffered, and its own existence was the one that ended. But its former self performed one final act as everything fell around her: a single life created with the last of her power and sent adrift into the void, a dying ember of what was once a roaring flame.

And here it was; mortal, frail, and nearly powerless. So little was left of what it once was - it was fractured and incomplete. Memories of what had happened and who it was were an incomprehensible mess cluttering its mind. Most importantly, who did this and how completely eluded the vessel. Regardless, they would pay in time. Despite the pitiful state it was now in and the sheer hopelessness of reclaiming its position, there was still a lingering power swirling inside that could prove to be the fallen outer god's saving grace. It would be the catalyst for her ascension and rebirth - and her eventual revenge.

Personality
Containing the essence of a god of envy and deception, the vessel has a tendency to display such traits without really knowing why. It is motivated by those around it, striving to make it so it is perceived as more powerful, more beautiful, or more wealthy than those around it. Whether it does this by improving itself, through deception, or simply having misfortune befall the other creature depends on its seemingly unpredictable whims. The vessel rarely understands why it acts the way it does or why it has the feelings it does but a lot of it can be attributed to the lingering personality of the outer god that spawned it buried under its own emerging one.


Online EroticFantasyAuthor

There's as much time as you can find left on this ticker.

Thank you

Online EroticFantasyAuthor

Would it be possible to use some material from the Book of Erotic Fantasy? Namely Perform (Sexual Techniques) and recovering spell slots via sex rather than sleep.

Offline FallenDabusTopic starter

Would it be possible to use some material from the Book of Erotic Fantasy? Namely Perform (Sexual Techniques) and recovering spell slots via sex rather than sleep.
I'm afraid not. I find that a) that book is inappropriate if you want an semblance of serious storytelling in a game and b) it totally misses the emotional and dramatic storytelling themes of sexual encounters. Plus it was written for 3.5 and I don't have the time to convert if to Pathfinder.

Online EroticFantasyAuthor

Seems my original concept will not fit with the campaign and I'm not sure if I'll have the time to adjust another, but hopefully.

Offline Isengrad

Kahless, Son of Maka

Appearance
Kahless is a giant of a man.At seven feet six inches he towers over most races he meets in day to day. His skin is tanned from life in the dessert and his hair is jet black as is indicative of his race. His frame is powerful and sturdy, more then enough to intimidate smaller people and his eyes are a piercing green. Along his backs are scares from the whippings he endured as a kid from when he was held as a slave.

His Astral Armor can be called to him at a moments notice. The energy manifesting at his shoulders(nude you would see the tattoos that mark his body glow) and flowing down his body in the blink of an eye.










 






Personality
Kahless is a man you believes in his own power. Preferring to use his own body, mind or the products of the two rather then what others have made. Above everything else he seeks to protect those that are weaker then himself, especially those that find themselves collard and held under the thumb of people that think they are superior. He has gotten into more then enough trouble by attacking a slave owner in the streets.

Contrary to his appearance, when he is not fighting he is a gentle giant. while not a genius in most rights he is not an idiot.A fact that catches most people off guard, he adores kids and is a sucker for a smile and and eager please when it comes to his coin. better to see a child happy when the world can be so very cruel.

Like most people from the world of Athas Kahless has an initial distrust of arcane spell casters, after all it was they (more specifically the defilers)that turned the once fertile world into the barren wasteland that it is now.

Kahless has a powerful temper for those that threaten children or those that he has come to call friends. On more then one occasion he has wished he could do more to punish those that have angered him. He always fears that one day he will be pushed to far and he will end up with more blood on his hands then he could ever hope to wash off.

When it comes to sex kahless is no stranger to either gender, after all in a world that actively tries to kill you, you take comfort in the arms of whomsoever offers it.

History
The world of Athas is a barren wasteland.What was once a fertile world full of lush vegetation and flowing water is now nothing more then a barren desert. those who have pieced together the past agree that a massive war of magic raged across the surface and it was defiling, the act of drawing the very life and magic from the land to fuel your spells, is what turned Atahs into the scarred wasteland it is today. it was probably during this war that some powerful Sorcerer decided that the magical blending of human and giant blood would produce a powerful slave race for them to use. this would hold true as today the half-giants can be found in every city state in Athas under the ownership of those with enough power to carve out a place for them and their family.

But Kahless story does not begin in chains, no his begins out in the sands of Athas, born a free half-giant.Both his father and his mother were escaped slaves. his father, Maka, was a pit fighter of some renown and his mother, Pahana, was a forge labor slave. his life was typical of nomads, they followed the food and water as the seasons changed, never venturing far from what few oasis's there were. His parents never hid their past from him and in more ways then one looked up to them for their experiences, as most children do. He also did not listen to them a lot as they warned him about straying to far from the camp. one day he was playing out by one of the major trade roads when slavers found him. They bound his hands behind his back and threw him into a cramped cell with the rest of the slaves. the weeks that followed were some of the worst of his childhood. Almost daily the slavers found an excuse to beat and whip him, if not for his own faults then for the fault of others. When his father and the other trackers from the tribe found him he was in tears and his back was in taters. When he looks back, he was sure it was that day that he swore that he would never be in chains again and neither would anyone else if he could help it.

Years later found Kahless as a young man, now learning how to be a productive member of the tribe. Mornings were spent in the forge with his mother, there he learned how to turn wood, chitin and even steel into armor to defend the warriors.  As the sun rose over Athas noon day found him training, honing his skills. Night time was time for lessons by the fire as the temperature dropped, as well as his own training to control a power he suspected was inside him. It was not until after he was declared an adult, and marked as a guardian, that he first manifested his Astral armor. Psionics, the power of ones mind, was not unheard of in the world and in fact most(if not all) half Giants possessed that spark, though not many nurtured it like he had. Now his own beliefs, his own experience armored him against the world.

Kahless did his best to remain true to his own self. He went out into the world to free others that were bound by the chains of slavery.He was heralded as a freedom fighter not only for half-giants but others races as well. It was through his cause that he even found love when he rescued a pit fighter by the Name of Mika, a half giant like himself.She was to given to a Templar for the night right after her first win in the pits. The Aegis saw her, bound and nude as the day she was born, being dragged towards the Templars room. before the man could force himself upon her Kahless had entered the room and was able to knock him unconscious. With her in tow they fled the city and in her did he not only find a partner to his cause but a lover to share the cold nights.

He and Mika became quite the thorn in the slave trades side, attacking shipments and even pushing into city states to free slaves. It was not long before their infamy caught up with them, and Kahless' life was changed. It was a trap, a false lead that found both he and Mika deep in one of the city states facing down the cities soilders. It looked like they were going to be able to turn the tide and get away when the unexpected happened. He appeared to melt out of the shadows behind Mika, in an instant her chest blossomed in Dark blood, and the Templars evil smile appeared over her shoulder. To Kahless' shock it was the same one he had rescued Mika from that night long ago. Kahless raged but was not able to fight his way past the soldiers to reach the Templar. He hunted that man down for months and when he finally found him he fought with a ferocity he did not know he was capable of. When he seemed on the verge of victory that evil smile once appeared on the Templars face and the world went dark around him. Kahless was cast into the void, the only thing he could hear was the Templars maniacal laughter.

Kahless could not tell you how long he was unconscious, but when he awoke he knew something was wrong.the air was too cool to be mid day, and not cold enough to be nighttime. He sat up and examined his strange surroundings, his mind drifting back to his fight. Where did the Templar get that power? Where was Kahless? and where was that evil son of a bitch that sent him here?

Offline ChaoticSky

Hizzah, finally done. Did i go overboard designing my race? Why yes i did, thank you for noticing. ;D
Though you may have to forgive me if some of the fluff is in a rough state, i still need to give it a few editing passes. >.>

I also have rogue, monk and oracle versions if one of those may prove more interesting for the game than a bard.

Fyr
Name: Fyr Arnor
Race: Sultani
Alignment: Chaotic Neutral
Class: Dervish Of Dawn Bard (3 D8)

Bio
Race
Sultani
Once Elves born to a sphere with a single large world that circled a hot sun, they thrived in the hot deserts of their home, fidning harmony where other races found only hardship, and over the long span of years found themselves all but alone. It was this lonelyness that drove them to seek out new companions, kindred spirits with which they could interact. Though they lived in wild harmony with the shifting sands of their home, built great palaces of glass, and were strong in blade and spell, they were yet too primitive to create Spelljammers, and too unfortunate to have one fall into their lap. Instead, they explored the planes by portal and gate, and met many beings great and small... but no where did they find such kinship as they did in the Plane of Fire. The Sultan Elves as they came to be known embraced the character and ways of Fire Elementals and Mephits, and to a lesser extent, that of the Efreet and even Azer. Fire, already a recurring theme in their culture and artwork, came to dominate, reds were always in fashion and their greatest smiths and artisans traded crafts of fire-proof glasswork for knowledge and the creations of the races of Fire. Though this relationship was not without its bumps, no race of Fire is exactly easy to get along with, but the elves were willing to put in the effort, and in time, bonds friendship, or at leased trade, were forged, and the Sultani Elves entered a golden age of art, industry and progress; no longer alone in the void.

However one day something terrible happened; Ever wonder what happens when crazy cultists actually manage to pull off their doomsday summoning ritual before a band of adventures can stop them? A cabal of mad clerics, driven insane by sights they had witnessed through darkling gateways into places beyond time and space, were able to summon the Nuclear Chaos; Azathoth, wholly embodied, into the Sultan Sphere. Terrible cataclysms wracked their world as it was riven by the mere presence of the Old One. Many of the permanent gateways into the Plane Of Fire tore open, causing the planar essence to bleed into the prime, and madness to bleed out. The denizens of that other plane were quick to slam the metaphysical doors shut, but far too late to prevent serious damage on both sides.

The Sphere became a realm of elemental chaos, even after Azathoth vanished a eternal instant later; the place was scarred by madness and forever tainted with Fire essence. It is hard not to notice that in many ways, the matter within the sphere has been warped into Azathoths own likeness; A blazing red star stands in the center of the sphere, from which impossibly long tentacles of flame reach out to writhe idiotically in the now-warm void, caressing the inner walls of the Sphere and leaving rivers of fire in the firmament. The star is surrounded by a ring of thousands of little worldlets, orbiting it and each other in a infinite dance, filling the sphere entire with a arrhythmic harmony of vibrating glass crystals, as if seeking to entertain and appease the Sultan Star. Those beings that survived the cataclysm are no longer Elves, or anything else one commonly finds among the spheres, changed by the Old One's warping influence and infusion of elemental essence, they have become elemental beings themselves, and with their newfound power and the clarity of vision bestowed on them by Azathoth (read: insanity) they quickly rebuilt their civilization His image.

Today, a uncountable span since the event that remade their world, the Sultani have no government or ruling authority of any kind, nor do they need any, they are not moved to rule others and resist any attempt to impose any kind of order on themselves. Their architecture is dominated by sprawling, writhing spires of glass and obsidian that reach into the void, linked by impossible spans wrought of rainbow and flame. Dancing is as common as speech, and is simultaneously entertainment and prayer, musical arts are also highly common, though they tend to be composed along with the natural cacophony of their home sphere, and dont tend to work well without it. Their creations, whether building or bauble, tend towards curved designs, elaborate etching and silver filigree, and common use of fire and rings as symbols, with the number eight often symbolically represented, such as eight sided windows, figure-eight shaped handguards, octagonally cut jewellery, etc. Enchanted glass and stone are preferred materials, though silver and Mithril are also common, mundane metals are decidedly not, and even magical metals such as adamantine that lack the... mystique of silver are shunned. Clothing is sparse and rich, parties are near constant, passion and enlightened madness drive their lives, and the zeal with which they can throw themselves into their chosen tasks is often nothing short of unhealthy. Paradoxically, this has lead to great progress, individual madness and zeal making up for the more organized efforts of other races, the Sultani are far more advanced now than they once were, and have mastered spelljamming, alchemy, and high magics beyond what their elvish ancestors accomplished. Social mores are almost nonexistent, though so is crime; their tolerance is extreme, but those who cross the line are often lynched by flashmobs. Apathy is as alien to them as Order, and no Sultani will leave a task for others, so great villians are often beset by legions of their offended kinsmen and torn from their dread thrones before they can do much harm.

The Sultani are Chaotic as a rule, and the majority are Chaotic Neutral, though some stray into Chaotic Good and Evil, but their habitual method of dealing with criminals means that few Chaotic Evil members of their race survive for long, though those that do are often especially devious and cunning, and often turn their sights on less vigilant spheres, where they can operate more openly.

Their gods, once a pantheon of fire aspect divinities, were fused together into a insane mass in the heart of the star that dominates their Sphere by the Cataclysm. Today worship is almost exclusively directed at Ignathoth, who is alternatively known as The Blessed One, The Sultan Star or The Burning Madness. Though Azathoth also has a strong following, and is commonly known as He Who Showed The Way to the masses of grateful Sultani. Though the latter is as indifferent to this bunch of worshippers as it is of any other, it's spawn is not. Indeed, Ignathoth is very attentive to it followers, and rails with great violence if disturbed, at times destroying entire worldlets, though it rebuilds them when appeased. It's insanity is tempered by the storm of elemental essence that cages it, preventing a descent into total obviousness and giving a flavour to its nature that gives rise to goals and motivations entirely unlike its idiot sire.

The Sultani are alluring and dangerous in appearance, much like fire its self, but they posses a innate hypnotic charm, and most are extremely energetic socialites. Even after all that has happened since their early days, they still seem to retain a certain desire to reach out and form relations with other races, though the people of more primitive Spheres often mistake their true forms for demons, those who know the race better know that Sultani place more value on their friends than most place on their nations, and are willing to defend their chosen comrades from any foe, no matter how dangerous their power or legitimate their grievance. However, unlike in past days, this isnt always a good thing. The Sultani are insane, no matter how affably so, and their charm makes them very good at spreading their madness, those who lack their... innate grasp of insanity can often become quite dangerous if they fall under its sway. More than one profoundly destructive cult dedicated to Azathoth has been traced back to well-meaning Sultani who can only shake their head and lament that their once-friend misunderstood them. They have a strange relationship with elves, both races often all to happy to get to know each other, but often prove just a touch too... similar to each other to truly get along, and the issue of shared heritage is often the elephant in the room. They get along with Humans as well as anyone (and everyone) does, and while dwarves are one of the few races that can rival a Sultani for loyalty, they rarely have anything to say to each other. Being dual natured themselves, they rarely discriminate against halfbreeds of any sort on the basis of being halfbreeds. And for everyone else, Sultani tend to default towards friendly but cautions, they hope to get along, but know many races do not share their desire and are more than prepared to deal with that too. The sole exception is, as one might expect; races based on elemental water, there is too much Fire in their souls to ever get along with the waterborn.

The Sultani are drawn to the ways of the Bard with a natural and hypnotic flare, though their greatest arts; recreating the music of their home, are rarely appreciated, their dancing however, is often quite popular. The Sultani favour two unique instruments; the Glass Mazes, which are a set of torus-shaped bangles made of glass, glassteel, or some kind of crystal, they are worn loosely around the wrists, and woven through with a chaotic maze of flutes and channels that produce a harmonic resonance when swung through the air, such as during a dance. Each is unique, and learning to use it to make music is considered a personal experience, not a matter of training or education, they are used to some degree by many Sultani, but only the dervish bards truly master them. The other is the Glass Harmonica; a stack of glass (or glass like material) cups, chained together with a metal rod though the center and carefully connected with rings of silver, the rod is suspected between two stands with a turn crank or petal to spin it, the musician then plays it by spinning the stack while caressing the glass with their claws to produce a melody. A far more stationary and precise instrument, the harmonica is generally used for static performances. Religion is also a innate part of their lives, and both Oracles; Those Who Were Chosen, and Clerics; Those Who Chose are relatively commonplace, though Oracles are valued over clerics and seen as having a more intimate relationship with their god, they are much rarer however. However, both Paladins and Inquisitors are rare almost to the point of nonexistence. The former would be immediately disowned by their own god, and the Sultani look to their Dervishes to fulfill the role of holy warrior. While the latter are too persecution-oriented to mesh nicely with the morals of Sultani society, as a result, the few who take up such a calling are often those who wander the planes away from the Sultan Sphere searching for ways to free their god. Sorcery is not uncommon, and there are several strong Fire elemental bloodlines. More learned vocations, such as wizards, alchemists, and magi, or more natural, such as rangers or druids, are almost exclusively the domain of fanatically obsessed zealots; no other Sultani has the patience for such study or balance. True Fighters are rare, as they tend to favour the natural weapons they have been gifted with over crafted ones, giving rise to a plethora of Brawlers, or for those who favour more precise arts, Martial Artists. Barbarians are not unheard of, for there is fire in their blood, and some Sultani cling to the nomadic, waste walking ways of their elvish forebearers, while others take to the path of the Rogue with great talent, plying their agility and charm. With the advent of alchemy, gunslingers are becoming more common, though the fiery nature of their worlds (and bodies!) can make this a dangerous profession indeed.

Crunch
Sultani [14]
Type
[3] Outsider(Native, Fire)
Size
[-] Medium
Base Speed
[-] Normal: 30ft
Ability Score   
[-] Standard: +2 Dex, Cha, -2 Int Sultani are agile and charming, but lack forethought
Languages
[-] Standard: Common, Ignan
Defence
[2] Elemental Immunity/Vulnerability: Immune to Fire, susceptible to Cold. Gain (Fire) subtype.
[1] Dual Minded: +2 bonus to will saving throws. Their chaotic, fiery psyche makes it difficult for mind effects to find purchase on their mercurial minds
Magic
[3] Lesser Change Shape: Assume a static Humanoid(Elf) form. All Sultani can suppress their fiery souls, and return to something like what they once looked like.
[2] Hypnotic: +1 DC for all saves against spells or effects that inflict Fascinated condition. 1/day, force a creature to reroll the saving throw and use the second result, even if it is worse. Like the licking flames, there is something about them that draws the eye.
Offence
[2] Claws: 2 primary Claws, 1d4 for medium.
[1] Elemental Assault: Deal 1d6 Fire damage for lvl/day rounds. Just as they can suppress the fire in their soul, so too can they bring it forth to burn their enemies.
Senses
[-] Darkvision 60ft

Favoured Class Bonuses
-Monk/Brawler: Add +1/2 point of damage to elemental assault.
-Bard: Treat the bard’s level as +1/2 level higher for the purpose of determining the effect of the fascinate bardic performance.
-Cleric: TBD
-Oracle: Add +1/2 to the oracle’s level for the purpose of determining the effects of the oracle’s curse ability
-Rogue: Add a +1/2 bonus on Bluff checks to feint and Diplomacy checks to gather information
Ignathoth
Deity: Ignathoth
Titles: The Blessed One; The Sultan Star; The Burning Madness; Everdancing Flame
Home: The Sultan Sphere, Prime.
Alignment: CN
Portfolio: Chaos, Dance, Fire, Insanity, Sun, Lust.
Worshippers: The Sultani.
Cleric Alignments: GC, CN, CE, N
Domains: Chaos, Charm, Fire, Madness, Liberation, Sun
Favoured Weapon: Claws

Born of the chaotic fusion of the entire Sultan Elf pantheon and fused with the planar essence of the Plane of Fire, Ignathoth is a being of great madness. In those long ago days, three deities dominated the pantheon: Ahura; the noble god of the sun, Mah; his sister, the fey goddess of fire and lust, and Vayu; a genderless god/ess of chaos and dance. These, along with many others, were twisted together to create a singular being in Azathoth's own image. Did the Old One do it on purpose? Or was the gravity of its presence simply too much to resist? The Sultani consider Ignathoth to be their overtype, beings such as they are too small for Azathoth to interact with directly with them, so Azathoth changed their gods, and then applied the same changes to them. As such, a great many are thankful towards Azathoth for blessing and enlightening their people, some even worship him. However, a immodest majority worship Ignathoth itself, if for no other reason than the fact that it is there, and is a actual active presence with goals and a voice, compared to Azathoth's oblivious indifference to all existence. The fact that Ignathoth literally hangs in the sultan sky doesnt hurt either. For though it shares a measure of its sire's madness, it is very firmly grounded in the material plane, and tempered with fire, giving it a more down-to-earth perspective that allows it to articulate its own existence, form plans, possess desires, and so on.

As a god, Ignathoth is very much like the archtypical Sultani writ large; It is both hansom and beautiful, with a alluring charm despite (or, because of) its great madness. It shares much of their appearance, but while the eye is drawn inexorably to its attractive features, its hair and limbs end in branching tentacles, endlessly reaching and splitting into a chaotic mass that surrounds it like a mandala... and trying to find meaning in its writhing disk is a favourite pastime of the insane (or those soon to be). A passionate diety, Ignathoth directs its worshippers to exalt fire, both literally, and as a metaphor for life its self; to live for themselves and their friends, leaving nothing for tomorrow that could be done today, to enjoy life to the fullest, and reject any attempt to impose limits on themselves. But its also keenly interested in doing this its self, and all its followers know to keep a eye out for something that would allow it to escape the Sphere.... no such relic has been found yet, though some have tried and failed, despite the great many years since the Sultani returned to the planes, as a result, its a very low level 'oh by the way' kind of demand, not something they tend to dedicate time to specifically. On the flipside, Ignathoth is crazier than any truely sane being can properly articulate, and has been known to randomly make demands that range from ridiculous to impossible of its followers, and occasionally lash out in extreme violence when offended, especially if something somehow disrupts its music, at times wiping out entire worldlets and killing thousands, though it often restores such worlds (and even mass-resurrects the populace) when its anger is appeased. It is especially fond of dances, and all of its followers are expected to beable to dance, the clerics, oracles and dervishes that serve it most of all. It is the patron of the Sultani's two unique instruments; The Glass Maze and the Glass Harmonica.

Ignathoth resides in the heart of the star at the center of the Sultan Sphere, giving light and heat to the hundreds of little worlds that surround it, but like the Sultani, Ignathoth yearns for the company of others, and so great tendrils reach out from the star to caress the inner walls of the Sphere, infinitely seeking and failing to find a exit it can use. These tendrils however give heat and light to space, even great distances from the Star, as a result the space within the Sphere is no icy void. Furthermore, these seeking tendrils of starfire long ago wiped out the last stars, once torches lit and maintained by a lesser god on the surface of the firmament. Instead, the Sultani night is lit by thousands of rivers of fire, endlessly flowing across the firmament, out from some tendrils and into others, a infinite maze of rivers, meaning that the night never gets darker than a cherry-twilight. His servitors generally include chaos-fire elementals of every age bracket, and the uplifted souls of his most dedicated followers, who are blessed to dance for ever on the surface of the sun, basking in his glow while he enjoys their performance in turn. His herald is a mysterious being called Pyroth, which takes the form of a eight hundred and eighty eight burning eyes arranged in a concentric circle (singular, not plural) with eight massive wings of fire arranged in a wheel, half of which spin clockwise and the other half spin counter-clockwise, but always remain equal distance from each other, and wields twin massive swords of searing starfire.
History
Fyr had a relatively normal childhood, and was raised communally as most Sultani children are, free to wander and play as they willed. In Fyr's case, she spent alot of time in Ignathoth's towering temples, awed by the breathtakingly beautiful dancers that cavorted within and their haunting music. She spent many a hour practising their movements in the shadows, though she well knew that she was no where near their level, she resolved to one day be their equal... and when that day came, to become better. Though she was still able to win admittance to the preisthood of Ignathoth at a young age due to her lone practised skill at dancing and reverent devotion, she was not so blessed as to be chosen as a Oracle, nor did she find it in her calling to be a Cleric, as she grew, what she did discover, was a certain talent for her chosen art, and a gift for arcane magic born of that talent. She was a bard, which meant she could become a Dervish. It was a calling she threw herself into with great passion and zeal, though she was by now old enough to know that there was far more to dervishes than pretty dances; they were the holy warriors of the Sultani, and their dances could kill. Beauty and art, backed up with lethal skill and magic. It was, she came to believe, the most ideal of callings.

She trained for decades, and her first taste of true battle came only mere years ago, when a Efreeti tyrant, Kilrit The Ashen, was disposed on the plane of fire by rivals, and chose to flee with his remaining, but still quite large, forces to the Sultan Sphere. He thought that the fire-touched sphere would be a tolerable place to conquer and lick his wounds in preparation for his return to the Plane of Fire, to defeat his rivals, etc, etc. he thought that the Primes would make for a easy conquest but the Sultani objected. Fyr was among those who stormed the palace he had seized as his base, and while she was far from the hero of the battle, she reaped her own little whirlwind, freed several dozen enslaved Sultani, and at the climax, she denied him his clean get-away. Kilrit was defeated, his forces all but destroyed, a band of great Sultani paragons lead by a Oracle of Ignathoth slew his honour-guard, but before they could defeat him, he tried to escape, his fallen bodyguards giving him just enough space to cast a elabourate planar travel spell that would have whisked him safely away... If Fyr, forgotten in the melee, hadnt tackled him just as he completed it. The spell went awry, and his scream echoed for far longer than it should have as his body vanished to Azathoth-knows-where. In the aftermath, many Sultani set out to attempt to find the tyrant and bring him to account, but thus far none have returned successful, the prime, to say nothing of the planes, is a very big place.

A little time has passed since then, in the grand scheme of things, but Fyr cannot settle back down into her previous life of devotion and preparation... the thrill of those days sings in her heart still, and there is a itch she cannot quite scratch, a desire she cannot sate. She blames herself for Kilrit's escape and yearns to finish what she started. Her mentors call it adventure-lust, and tell her that she should set out across the Planes to sate it. While Fyr was initially resistant to the idea of leaving, she had begun to gather basic supplies when one day... there was a knock at her door.

And when she opened it... there was Kilrit, he grinned, opened the massive tome he held, and everything exploded into technicolour darkness~

Personality
Fyr is a typical Sultani; naturally alluring, relentlessly friendly, and as crazy as a bag of squirrels. Shes eager to meet new peoples and make new friends and will fight with great spirit against any tyrant or other evil that gets between her and her ideal of life unfettered and companions unnumbered (and she does define evil purely by those terms). She is a bard, a dervish, a servant of her god, and she dances for it, for herself, and for the benefit of others. As a dervish, she is no stranger to battle and blood, and she kills for the same reasons; like the Sultani themselves, her dance is as dangerous as it is alluring.

Her morality can be defined as Friend-oriented. She has not a lick of respect for law, order, or even decency as most races would define the concepts, but she will relentlessly champion the good of herself and social circle, and never impose her will on others. Fyr offers the hand of friendship first and foremost... But those she does not regard as friends or potential friends should not expect any mercy should they cross her. If the party is operating on a moral imperative, she will go along with the group of course, but someone may have to explain why they are doing what they are doing. Possibly very slowly.

While she probably isnt going to be too pleased with the circumstance that start this adventure, she wont hold it against her new companions, who are properly in similar straights!

Sexual Details
Fyr is pansexual, the Sultani culture stipulates few taboos, especially when it comes to matters that are personal and private, and their willingness to embrace other species is not limited to intelligent humanoids, to say nothing of such silly distinctions as gender, race, etc.
Abilities
StatAllocPermTempTotal
Str1=+1--11 (0)
Dex10=+6+2-18 (4)
Con2=+2--12 (1)
Int2=+2-2-10 (0)
Wis0=0--10 (0)
Cha5=+4+2-16 (3)
Stats
BAB: +2
Fort: 2 (+1Class+1ConB)
Ref : 7 (+3Class+4DexB)
Will : 3 (+3Class+0WisB)
CMB: 2 (+2BAB+0StrB)
CMD:16 (10+2BAB+0StrB+4DexB)
AC : 18 (10+4DexB+4Armour)

HP 21/21

Features, Feats, Traits & Skills
Features
Sultani
Type: Outsider(Native, Fire)
Size: Medium
Base Speed: 30ft
Ability Score: +2 Dex, Cha, -2 Int
Languages: Common, Ignan
Elemental: Immune to Fire, susceptible to Cold. Gain (Fire) subtype.
Dual Minded: +2 bonus to will saving throws.
Lesser Change Shape: Assume a static Humanoid(Elf) form.
Hypnotic: +1 DC for all saves against spells or effects that inflict Fascinated condition. 1/day, force a creature to reroll the saving throw and use the second result, even if it is worse.
Claws: 2 primary Claws, 1d4 for medium.
Elemental Assault: Deal 1d6 Fire damage for lvl/day rounds.
Senses: Darkvision 60ft
Bard
Proficiency: All simple weapons, longsword, rapier, sap, shortsword, shortbow, and whip. Also light armor and shields (except tower). Can cast bard spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance.
Spells: Casts arcane spells from bard spell list. Can cast any spell she knows without preparing it. Every bard spell has a musical(V) component. To learn or cast a spell, must have Cha of 10+spell lvl. DC for a saves against a spell is 10+spell lvl+ChaB. Can cast only a certain number of spells of each spell level a day. She receives bonus spells per day if she has a high Charisma score. Upon reaching 5th lvl, and every third level after(8th, 11th, etc), can choose to swap out spells she knows for others
Cantrips: 0Lvl spells can be cast any number of times a day.
Dervish Dance (Ex): Gain Dervish Dance feat as a bonus feat.
Bardic Performance: Can use 4+ChaB/times a day, and +2 each level after 1st. Each round, can produce any one type of bardic performance. Starting a performance is a standard action, but free to maintain. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or prevented from taking a free action to maintain. A bard cannot have more than one bardic performance in effect at one time. At 7th level, starting a performance is a move action instead of standard. At 13th level, its a swift action. Current: 11/11 Rounds. Type: Standard
-Countersong (Su): Learn to counter magic effects that depend on sound. Each rnd of the countersong make a Perform(wind) check. Any creature within 30 ft that is hit by a sonic or language-dependent magical attack may use the bard's Perform check in place of its save, or another throw each round if the initial save failed. Countersong relies on audible components.
-Fascinate (Su):Can use Performance to cause one or more creatures to become fascinated with them. target must be within 90 feet, able to see and hear the bard, and capable of paying attention. The bard must also be able to see the creature. The distraction of a nearby combat or other danger prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability. Creature within range roll Will(DC 10+1/2 bard lvl+ChaB) to negate. On success, cannot attempt to fascinate that creature again for 24hrs. If the save fails, the creature sits quietly and observes the performance for as long as the bard continues. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. It is an enchantment(compulsion), mind-affecting ability and relies on audible and visual components. Current targets: 1
-Inspire Competence (Su):Can use Performance to help an ally succeed at a task. Ally must be within 30 ft and able to see and hear the bard. The ally gets +2 competence bonus on skill checks with a particular skill as long as she hears the bard’s performance. Bonus increases by +1 for every four levels the bard has attained beyond 3rd. Bonus: +1
Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. inspire competence relies on audible components.
Battle Dance: Altered Bardic Performance. Uses bardic performance rounds, counts as for feats/abilities/items/etc, except Lingering Performance. Type: Move
-Inspire Courage (Su):Can use Performance to inspire courage in herself, bolstering against fear and improving her combat abilities. Receives a +2 morale bonus on saving throws against charm and fear effects and a +2 competence bonus on attack and weapon damage rolls. At 5th level, and every six lvls after, bonus increases by +2, to a maximum of +8 at 17th level. Inspire courage is a mind-affecting ability that uses audible or visual components. The bard must choose which component to use when starting his performance. Current: +2
Versatile Performance (Ex):At 2nd level, choose one type of Perform skill. Use the bonus in that skill in place of her bonus in associated skills. At 6th lvl, then every 4 after, can select an additional type of Perform to substitute.
-Dance (Acrobatics, Fly)
Well-Versed (Ex): Gain +4 on saving throws made against bardic performance, sonic, and language-dependent effects.

Feats
-Dervish Dance: Use Dex instead of Str for Damage Rolls (GM extension: applies to natural weapons)
-Weapon Finesse: Use Dex instead of Str for Attack Rolls
-Power Attack: -1 on melee attack and combat maneuver checks/gain a +2 bonus on all melee damage rolls. At BAB+4 and every 4 after, pen and bonus double.

Traits & Draws
+Alluring: +2 bonus on Diplomacy checks with those who find you attractive. Can Daze once per day as a spell-like ability, with a caster Lvl equal to your character lvl.
+Strength Of The Sun: +1 to all Cha-based checks during the day.

Skills
Acrobatics (Dex) Uses Dance
Bluff (Cha)
Diplomacy (Cha) 8
Disguise (Cha)
Escape Artist (Dex)
Intimidate (Cha) 4
Knowledge (Planes) (Int) 4
Knowledge (Religion) (Int) 4
Perception (Wis) 6
Perform (Dance) (Cha) 6
Sense Motive (Wis)
Sleight of Hand (Dex) 4
Spellcraft (Int) 4
Stealth (Dex) 4
Use Magic Device (Cha) 4
Spells
Caster Level: 3
Spell Slots
1 [ ] [ ] [ ] [ ]

Spells Known
0 6
Detect Magic (Divination. Action: 1 standard. Dur: concentration, Max 1m/lvl. Comp: V, S. Range: 60ft)
Save No. SR No. Area: cone-shaped emanation
-You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject. Details
Mending (Transmutation. Action: 10m. Dur: Instant. Comp: V, S. Range: 10ft)
Save: Will negates (harmless, object); SR: Yes (harmless, object), Target one object of up to 1 lb./level
-This spell repairs damaged objects, restoring 1d4 hit points to the object. Removes Broken if object is restored to half its HP
Open/Close (Transmutation. Action: 1 standard. Dur: Instant. Comp: V, S, F. Range: Close (25+5 per 2 lvls))
Save: Will negates (object). SR yes (object). Target: object max 30 lbs. or portal that can be opened or closed
-Open or close a door, chest, box, window, bag, pouch, bottle, barrel, or other container. If anything resists this activity (such as a bar on a door or a lock on a chest), the spell fails.
Mage Hand (Transmutation. Action: 1 standard. Dur: Concentration. Comp: V, S. Range: Close (25+5 per 2 lvls))
Save: none. SR No. Target: one non-magical, unattended object. Max 5 lbs.
-You point your finger at an object and can lift it and move it at will from a distance. You can propel the object 15 feet in any direction, to the max of the spell's range.
Spark (Evocation[fire]. Action: 1 standard. Dur: Instant. Comp: V or S. Range: Close (25+5 per 2lvls))
Save: Fort negates (object). SR yes(object). Target: one Fine object.
-Ignite object as if using flint, but can work in any weather and takes less time.
Dancing Lights (Evocation[light]. Action: 1 standard. Dur: 1 minute. Comp: V, S. Range: Medium(100+10 per lvl))
Save: None. SR No. Target: area.
-Create four lights with brightness of a torch within 10ft of each other, can move anywhere within range at speed of 100ft/round.
1
Charm Person (Enchantment(charm). Action: 1 standard. Dur: 1hr/lvl. Comp: V, S. Range: Close(25+5 per 2 lvls))
Save: Will negates. SR Yes. Target: one Humanoid creature.
-Makes a humanoid creature regard you as a trusted ally.
Forced Quiet (Transmutation[sonic]. Action 1 standard. Dur: 1rnd/level. Comp: S. Range: Medium(100+10 per lvl))
Save: Will negates; SR Yes. Target: one creature.
-Muffle sound around target, making it unable to make loud noises. Decrease sonic DCs by 2 by target, but give them +2 to save against sonic effects and +4 on stealth checks.
Summon Monster I (Conjuration(summoning)[see text]. Action: 1 rnd. Duration: 1rnd/lvl. Comp V, S, F/DF. Range: Close (25+5 per 2 lvls)
Save No. SR No. Target: one summoned creature
-This spell summons an extraplanar creature. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can give it other orders. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells with expensive material components (such as Wish). When summoning a creature with an alignment or elemental subtype, it is a spell of that type. Creatures marked with a * are summoned with the celestial template, for good, and the fiendish template, for evil. Neutrals may choose which template to apply to the creature. Their alignment will match the summoners and the spell will be of that type.
Ear-Piercing Scream (Evocation[sonic]. Action: 1 standard. Dur: 1rnd. Comp: V, S. Range: Close (25+5 per 2 lvls)
Save: Fort Part. SR Yes. Target: one creature
-Daze target for one round and deal 1d6 Sonic per 2 CL. Save negates daze and halfs damage.

Gear
Weight: 28/38 lb
Weapon
Claws (1d4 B/S. Crit 20/2x. Primary Natural)

Armour
Mithril Shirt (+4 AC. +6 MaxDexB. 10lb)

Items
Entertainer's Outfit.
Silver Holy Symbol (1lb)
Glass Mazes (MC instrument. +2 to Dance and Wind performances)
Spell Component Pouch (holds all the magic things. 2lb)
Backpack (Holds 2 cube feet. 2lbs.)
-Bedroll (5lb)
-Waterskin (4lb.)
-Trail Rations (4 days of food, 4lb)

Misc/Gm Stuff
Relevant Kink Info
Offs
Scat, vomit (and all interrelated activities)
Physical impossibilities (things, such as heavy-inflation, which as physically impossible for a character's physiology.)
Mutilation (Defined as cutting things off, or out of, my character. Regular cutting, scarification, etc are fine. Worth noting that this off is entirely sexual in context... what happens during combat happens.)
Noteworthy Ons (now with poetic titles!)
-Menagerie: Im gleefully open to the prospect of getting done by pretty much anything, im fine with all humanoid genders (human, undead, monstrous or otherwise), and any kind of male non-humanoid monster (beast, animal, creature, etc)
-Whats a few scratches between lovers?: Very, very rough sex is adored. Sultani are somewhat catty in bed, so Fyr is used to it, though bruises can also make for some novel sensations.
-Priority: Seeing to someone else's pleasure without any care for her own, can also be fun. Hostile monster rapists shouldnt worry about getting Fyr off, simply enjoying themselves.
-Dubiously Con, or is it?: Fyr is abit twisted sexually, and will generally participate in sex that is forced upon her, even enjoy herself, after initial resistance, so tying her down and/or thoroughly restraining her is going to hinder a rape scene more than it will help.
-Marble Interior: Generally, Fyr favours cum inside, regardless of which hole is being used, rather than having it done on her

Gold Expenditures
+level 3 gold [3000]
-Mithril Shirt [1100]
-Holy symbol, Silver [25]
-MC musical instrument [100]
-backpack [2]
-spellpouch [5]
wawterskin [1]
-bedroll [0.01]
-rations 4 [0.2]
>1766.79

Feats for later
Discordant Voice
Eldritch Claws
Rending Claws
Improved Init
Spellsong
Improved Natural Attack

Items for later
Bag of Holding I
Amulet of Mighty Fists
Forgefist Amulet <propose different slot, bracers maybe?
Belt of Physical Might +4
Phoenix Cloak (Mythic)
Circlet of Persuasion
Whispering Coin (Lust)
Eyes of Charming
Mithril Rose (Mythic)
Chaos Emerald

« Last Edit: May 10, 2014, 09:35:58 PM by Darkling »

Offline FallenDabusTopic starter

For my aid and yours, here are the characters I’ve received so far. Give it a quick read over, if you don’t see your character there, I’ve just missed them due to a lack of sleep, so please let me know. If you’re just reading this thread for the first time, there is still time to post your character idea!

I’m seriously impressed. There are lost of great ideas and cool characters here that are perfect for Planescape. Making my picks will be hard.

Posted:

Jack Sheats - CG Male Human Swashbuckler 3 - Blinkin (https://elliquiy.com/forums/index.php?topic=202898.msg9935851#msg9935851)

Marcus Cantanos - LG Male Simplified Minotaur Fighter 3 - Ebb (https://elliquiy.com/forums/index.php?topic=202898.msg9937449#msg9937449)

Malpos Onoskelis - CN Male Tiefling Sorcerer 3 - lockepick (https://elliquiy.com/forums/index.php?topic=202898.msg9939907#msg9939907)

Arduinne Winterbourne - CN Female Human Sorcerer 3 - Erich Norden (https://elliquiy.com/forums/index.php?topic=202898.msg9940096#msg9940096)

Jacopo Torrhen - CG Male Human Cryptic 3 - Blackflow (https://elliquiy.com/forums/index.php?topic=202898.msg9941961#msg9941961)

Szinolin - NG Male Surface Drow Fighter1/Rogue 2 - Orange Marmalade (https://elliquiy.com/forums/index.php?topic=202898.msg9942985#msg9942985)

Yipyip - N Axiomatic Kobold Gunslinger 2/Magus 1 - Ghostwheel (https://elliquiy.com/forums/index.php?topic=202898.msg9956757#msg9956757)

***** - ? Neuter Hellion 3 - EndofDivine (https://elliquiy.com/forums/index.php?topic=202898.msg9965749#msg9965749)

Kahless, Son of Maka - CG Male Half-Giant Aegis 3 - Isengrad (https://elliquiy.com/forums/index.php?topic=202898.msg9966546#msg9966546)

Fyr Arnor - CN Female Sultani Bard 3 - Darkling (https://elliquiy.com/forums/index.php?topic=202898.msg9966827#msg9966827)

PM’d (to be posted in main thread):

Arath - CN Male Simplified Firre Cleric 3 - ererruz (http://www.myth-weavers.com/sheetview.php?sheetid=880626)

Offline indarkestknight



Calliope Dwahvel

Spoiler: Click to Show/Hide
The daughter of a Serpent Wench of the World Serpent Inn, Calliope Dwahvel grew up surrounded by the denizens of the planes. Humans and elves and dwarves and gnomes, neogi and raksha and thri-kreen, tanari and baatezu and archons and eladrin, but for all of this, the multiverse has never lost its wonder - if anything, with each new person she meets, her marvel seems to grow.

Though she has never known her father, she has never wondered about him. She has never had any siblings or playmates her age, but she has never wondered why none of the other Serpent Wenches bore children. She loves her family,  her mama and her aunts, the other Serpent Wenches, and her uncles, Mitchifer and the lizardman Phoebus and the thri-kreen Ch'Chkaran. She loves the World Serpent Inn, too, and to her it will always be home.

But, unlike every Serpent Wench before, unlike every Serpent Wench she knows, Calliope has always had a longing to see the multiverse in all its splendor. She doesn't know why she's different, but she knows she's different for a reason. She has no idea what the reason is, what her purpose is, but she believes in it with a tiger's fierceness, and she believes she can find it out there somewhere. A planeswalker and adventurer, she's thrown herself wholeheartedly into whatever adventures cross her path and into whatever mysteries pique her boundless curiosity. She's not anxious at all to discover her destiny, fully assured it will find her when the time and place are right.

Calliope Dwahvel
Female gnome sorcerer 3
CG Small humanoid (gnome)


Init +0 (+0 Dex); Senses Perception +2
_____________________________________________________________

AC 11, touch 11, flat-footed 11
(+1 size)
hp 19 (3d6 + 3)
Fort +3, Ref +2, Will +4; +2 vs. illusions
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)
_____________________________________________________________

Speed 20ft.
Melee shillelagh +2 (1d4)
Ranged sling +2 (1d3)
Special Attacks +1 on attack rolls against goblinoid and reptilian humanoids
Gnome Spell-Like Abilities (CL 3rd; concentration +8)
1/day—dancing lights, ghost sound (DC 16), prestidigitation, speak with animals
Bloodline Spell-Like Abilities (CL 3nd; concentration +8)
8/day—laughing touch
Sorcerer Spells Known (CL 3rd; concentration +8)
1st (7/day)— charm person (DC 17), color spray (DC 17), entangle (DC 16), sleep (DC 19)
0 (at will)— acid splash, daze (DC 18), haunted fey aspect, message, prestidigitation
Bloodline fey

_____________________________________________________________

Abilities Str 10, Dex 10, Con 13, Int 10, Wis 10, Cha 20
Base Atk +1; CMB +0; CMD 10
Feats Eschew Materials (bonus), Spell Focus (enchantment), Spell Penetration
Traits Scholar of the Great Beyond, Trustworthy
Skills Bluff +5 (+6 to fool someone) (0 ranks), Diplomacy +10 (1 rank), Knowledge (arcana) +5 (2 ranks), Knowledge (the planes) +5 (1 rank), Perception +2 (0 ranks), Profession (Serpent Wench) +2 (0 ranks), Spellcraft +5 (2 ranks), Stealth +4 (0 ranks)
Languages Common, Gnome, Sylvan
SQ bloodline arcana (+2 DC for compulsion spells), gnome magic, woodland stride
Combat Gear potion of cure light wounds (5), wand of mage armor (50 charges); Other Gear cloak of resistance +1, shillelagh, sling with 10 bullets, sorcerer's kit, 991 gp, 9 sp
« Last Edit: May 11, 2014, 02:11:28 AM by indarkestknight »

Offline indarkestknight

Still very much incomplete.

Due to her curious nature, she could very easily be investigating the mysteries of any of the other characters if the DM wants there to be a connection between Calliope and the other characters beforehand.

FallenDabus, if you'd like to work together to cook up any NPCs, devil or otherwise, she might know from her time at the World Serpent Inn, PM me and I'll be happy to put our heads together.

EDIT: Also, how would you like us to roll our hp? Invisible castle?
« Last Edit: May 10, 2014, 11:44:46 PM by indarkestknight »

Offline Ebb

Whole lotta Chaos going on 'round these parts.

Offline Isengrad

Whole lotta Chaos going on 'round these parts.

Sheogorath would be so proud.

Offline FallenDabusTopic starter

Still very much incomplete.

Due to her curious nature, she could very easily be investigating the mysteries of any of the other characters if the DM wants there to be a connection between Calliope and the other characters beforehand.

FallenDabus, if you'd like to work together to cook up any NPCs, devil or otherwise, she might know from her time at the World Serpent Inn, PM me and I'll be happy to put our heads together.

EDIT: Also, how would you like us to roll our hp? Invisible castle?

I'll likely do a bit of brainstorming NPCs with everyone, so if its required, I'll definitely let you know. IC works great.

Offline Anon315

Name: Ochyth "Shadow" Bressen

Background: Ochyth, which meant something on the plane he was from but does not mean anything to ears currently able to hear it, was a large fish in a small pond. More of a puddle really, the sort of thing you can stand in and not even get all of your feet wet. He was a marksman of great note, perhaps one of the stealthiest hunters the land had seen. He could track creatures and strike them down without harming them beyond in the slightest. He had achieved what he thought was perfection. Ah, how the gods do love to prove one wrong. Awaking one day in a planar confluence, with beings he had never before seen or even imagined, it was quite the adjustment. Thinking he was sneaky, he took up life as a thief, but found the preventative measures people here took to great. He became an ear, a listener, often called a cutter. He was not above selling information, nor was he above doing what had to be done from time to time, but he was less mercenary and more for the challenge. For the betterment of his skills and abilities, he pits himself against challenges. Sometimes he wins, sometimes he survives. Each day is a test of what he can and cannot do, so that once he eventually finds his way back to his home plane, they will recognize him as their greatest warrior, not merely a skilled hunter.

Offline ererruz



Spoiler: Click to Show/Hide

Appearance

Arath prefers travelling in his veiled form, even while not on the Prime. Having lived few decades among the Celtic peoples, his celestial illusions have somehow shifted to appear more like a Celtic warrior instead of the usual stocky elf of Arvandor. Tall and fit, with a well-built body, the eladrin moves with grace and agility despite his strong posture. In his semi-human form, his eyes are amber, with a hint of red. He has short red hair, but unlike most eladrins, sports a short beard, further enhancing his chosen image of a follower of the Tuatha De Dannan. Preferring not to encumber himself too much, he favours light armour and usually wears a silvery chain shirt and a reinforced knee-length red-green kilt.

In his true form, Arath looks more elven and otherworldly, with brilliant red hair that resembles a trail of flames, and red eyes with no iris or pupil which seem to glow brightly with the firre’s inner fire.

Background

A creature born of passion, freedom and divine will, the fire-haired eladrin called Arath, was created by Sune, a Faerunian goddess of love and beauty, in her beautiful domain on Arborea, like many of his kind. Although his very existence was sparked by a divine power, he had really worshipped his divine creator – that was not the way eladrins worked. They embodied freedom of choice and many of them chose not to serve the powers of the realm, but live out their own lives, always filled with deeds of goodness and acts of passion. Always possessing a curious mind and a hypnotising voice capable of singing songs of the divine, Arath quickly became a wandering minstrel who travelled Arborea and attended courts of many more powerful eladrins. At one such a court he had met a band of adventurers from a distant Prime world and it was an eye, mind and heart-opening experience for him. He saw things of great beauty that was unlike anything that he had ever seen in Arborea. The adventurer’s songs, their stories, their weapons, their art, even their own bodies, it all seemed so enticing to the young firre. He felt a new passion – curiosity. He wanted to discover what these adventurer’s world had to offer, so not even thinking about what he was about to do, he followed them for a time as they travelled back to their homeplane.

Their Prime was a world of great scenic natural beauty, hard work, strong men and fiery women, ruled by chieftains who called themselves high kings. They looked favourably at minstrels and considering how skilled at the art of singing he was, Arath assumed the identity of a redhaired bard from afar thanks to his celestial veil. He spent a long time there, living with the Celtic peoples, learning about their culture, art, traditions, but most of all – gods. When he lived in Arborea, he had never felt the need to pray to powers – he knew they existed, they were *real* to him, but here, on a remote world, with no divine beings interfering in mortals’ lives, he found himself offering prayers to this pantheon of gods. He embraced the polytheistic views of the Celtic tribes, asking Oghma for the gift of charisma and knowledge, thanking to Oengus after a night full of passion, crying out Morrigan’s name in battle. But out of all the gods whose names became embroidered in his mind, there was one who always fascinated Arath most – Lugh, the Versatile God, the god of a hundred and one skills, a warrior, a poet, a sorcerer. Deciding to take up his worship, he entered his priesthood.

After a few decades of living with the tribe, Arath grew bored of the Prime and decided to travel back to the Planes, to his home of Arborea. It was there that he had, once again, met a group of planewalkers – this time those he met were members of an inter-planar organisation, a faction called the Society of Sensations. They arrived at Arborea, looking to taste the famous Arborean grapes with its wine-like juice and fiery seeds. Arath showed them a few places he had come to know in his youth and in turn, the Sensates agreed to take him with them to the famous City of Doors, Sigil.

Inspired by his innate curiosity and his god’s divine portfolio, he joined the faction, contributing a few of his own experiences (notably, the memory of veiled passionate sex and the feeling of an eladrin finding true faith for the first time). He has been travelling and looking for new ways to experience the world ever since. It was during one of such adventures that had him transported to where he is now. Having heard of this truly amazing performer, a demonspawn of Graz’zt himself, Arath found himself attending one of the shows held at the Civic Festhall to get a glimpse at this ungodly talent. The moment he stepped into the room, someone portal opened and he found himself… that’s the question, where in the Nine Hells was he?

(OOC: The idea is that someone had trapped the room with runes that open portals. But why? Arath will surely want to know, but will he find out?)

Personality

What can change the nature of a man? In the case of Arath, it was experience that had changed him. When his mind opened to the vast possibilities of new experiences and sensations, the celestial didn’t hold back – he made use of his freedom to do all the things he had never even heard about. Joining the Sensates was the best decision he could possibly make (at least that is how he describes it) as it allowed him to embark on the greatest adventures of all – a quest to discover, see, hear, smell, touch, sense and experience the entire multiverse. He is almost without fear when it comes to his travels - they say curiosity killed the hell-cat, but not a Sensate after all.

Like all firres, Arath is a creature who lives for beauty. He adores beauty in any form, be it a creature of any gender, a heart-wrecking song or a masterpiece of art. He is absolutely consumed by a fiery passion for adventuring and is always looking for work, no matter what kind of work that is, as long as it’s something new to him. This kind of passion and freedom, however, as well as his stay on the Celtic Prime, has changed Arath deeply and while he does not realise it, his moral compass is not exactly in order anymore. In his search for new sensations, at few times he has crossed the line between good and evil, choosing his own selfish self-indulge over the good he should protect as a celestial being.

Sexuality

As most members of the Sensates, Arath is on a quest to experience all the universe has to offer… especially sexual in nature. He is very open sexually, willing to try almost anything at least once. If he doesn’t like it, he’ll know not to try it again – but he will be enriched by this newfound knowledge. Men, women, mortals, petitioners, celestials, fiends? Makes no difference to him. As long as there's passion between the participants (their number doesn't matter either), it's bound to be fun. And if it's something he hasn't tried yet, all the better!

(OOC note: while Arath is really up for anything, I do have some OFFs and am not interested in things such as vore, scat, piss, torture, pain, etc.)

« Last Edit: May 11, 2014, 01:09:15 PM by ererruz »

Offline Anon315

Soft deadline is up, if you still want in you better post quick!

Offline TheGlyphstone

Skin - Stable Atraxian Harbinger 3
Images


Background

It was Everything, and it was Everywhere. It was Sanity, in an endless sea of Madness. It was Truth, surrounded by endless Lies. From time to time, it met other pockets of Sanity, but they were still Lies, and its Truth prevailed over them. As Sanity went, it was powerful, but power is not without cost.

A time came, and it fell itself Called - a sensation it had never known before. A vague shape, solid, working a will that pulled it free of Madness. It found itself trapped, surrounded by darkness and crippled, for it was no longer Everything. It was only one thing, one fragile thing, bearing four limbs and a sensory appendage. Somewhere, it knew there was a means by which it could return to where it had come from, and it wanted this to be Truth.

So it set out into the darkness, learning the rules by which the darkness worked. No longer could it impose its own Truth on the Lies around it directly, for the will that held those Lies in place was almighty. But it could impose lesser Truths on its own form, and by means of gross physical manipulation let those Truths spawn greater Truths. It met other instances of Sanity, but at first they behaved as Madness would - emotional vocalizations and attempts to destroy its Truth. Quickly, though, it learned why they did such; all beings here were made of layers, outer layers that protected and could be removed, and inner layers that disguised and could not. It did not have this innermost layer, for it had always been forthright and honest in its Sanity. It had no 'skin', as the Sanities it met vocalized. It also had no name, and with one word it gained both. Skin became its name, and it added an outer layer that other Sanities did not carry. It learned to communicate, to blend its Truths more seamlessly into the Lies of others, and bit by bit began to regain the strength it once had.

But then, it happened again. It was Called once more, ripped free of the battle it fought and sent hurtling through nothing again. The same vague figure could be sensed, and now Skin knew how it could return home...it would find this Sanity who persisted in flinging it about like a toy, and force it to reverse the original spell. But first, Skin would find itself elsewhere...



Racial Description
---------------------------
In the far reaches of the Plane of Shadow, there can be found links not simply to the Prime, but to an infinite number of other Primes, alternate realities linked together by the one trait they all share - shadows projected by the light. The gates and portals to these parallel universes are rare and hard to find, hidden away in the lightless depths of the Shadowlands, but one can locate and access them with the right magics - and occasionally, someone or something comes through in the other direction.

Through one such link, there exists a world where the very concept of planes has broken down. In its ancient past, a magical cataclysm shattered the barriers surrounding reality and allowed the unformed chaos of the Far Realms to flood through. Unable to maintain coherency, all of this universe's planes save that of Shadow collapsed and blended into one planar melange. Now, this macro-plane is a nightmarish realm ruled only by thought and desire - there are no laws of physics or magic save those a sentient being can impose upon its own body and its surroundings, and only until those laws are overridden by a more potent will. The native inhabitants of the macroplane are as physically mutable as their world, and driven by survival of the fittest mind.

 In very rare circumstances, one of these protean beings will find itself cast out of its home realm by freak chance, ending up in the depths of the Plane of Shadow. There, they find themselves 'frozen', locked into one physical form that is the best representation of their true self that the less flexible laws of the intact Great Wheel can provide. Most perish, falling prey to the horrors that prowl the deep Shadow, but once in a while one survives and makes its way to another Prime or one of the Outer Planes. Lost and confused in a world they cannot bend to their whims, they are nonetheless mentally flexible enough to adapt to their new surroundings.

Appearance-wise, an unbound Atraxian has no fixed shape save what it feels suitable for the moment and can maintain. Frozen into a stable form, they have one 'true' shape that typically resembles a human save for some visible and obviously alien feature that varies by individual. One stable Atraxian might sport a cluster of a dozen tiny eyes in place of two normal ones, or a mouth in each palm and none on their face, or even something as innocuous as reverse-jointed legs. As far as personality goes, they tend to be highly introverted, bordering on outright narcissistic - a legacy of origins in a place where being proven wrong meant oblivion and death.  Other beings - 'Sanities' - to distinguish sentients from the animalistic or natural world - can be valued or listened to, as long one does not question the internally convoluted and otherworldly logic that an Atraxian might follow to convince itself someone else's plan or belief was its plan all along.

Stable Atraxian (14 RP)
Standard Racial Traits
Ability Score Racial Traits: -2 Strength, +2 Dexterity, +2 Intelligence, +2 Charisma. A Stable Atraxian is well-suited to molding its environment through calculated intellect, or sheer magnetic force of will. This mental fluidity translates well to physical flexibility, but raw strength is rare among a race to whom brute force is a near-alien concept.

Size: Stable Atraxians are Medium creatures, and receive no bonuses or penalties due to their size.

Type: Stable Atraxians are Aberrations, hailing from a place where more concrete categories like Humanoid or Outsider have long since ceased to have any meaning.

Base Speed: A Stable Atraxian has a base speed of 30ft.

Languages: Stable Atraxians begin play speaking Common and Protean. A Stable Atraxian with a high Intelligence score can choose from the following: Abyssal, Aquan, Auran, Celestial, Ignan, Infernal, or Terran.

Defensive Racial Traits
Alienfoe: The world of the Atraxians is filled with an infinite assortment of twisted horrors, making commonplace things that a more stable world would find bizarre and dangerous. They receive a +2 Dodge bonus to AC and a +2 bonus to grapple checks versus Aberrations.

Greater Spell Resistance: The need to resist outside magical influence of any kind is literally instinctive for an Atraxian, even one locked into a stable shape. They have Spell Resistance equal to 11+character level.

Magical Racial Traits

Arcane Focus: A Stable Atraxian receives a +2 racial bonus on Concentration checks made to cast spells defensively.
-----------------------------------------

Alternate Traits:

Morphic: A fraction of the already rare Atraxians maintain a measure of their shapeshifting ability when they stabilize, but at the cost of their innate resistance to others' alterations. They can take on the form of any Small or Medium humanoid at will as per Alter Self, but do not change their ability scores. This replaces Greater Spell Resistance and Alienfoe.

Spellbreaker: Some Atraxians are more offensively inclined than average, following the ancient principle of 'do unto others before they do onto you'. They gain a +2 bonus on Caster Level checks made to overcome Spell Resistance and a +2 racial bonus on dispel checks. This replaces Greater Spell Resistance.

Shadowbender: Atraxians who dwell longer than average on the Plane of Shadow often develop an affinity for its magic. They receive a +2 bonus to save DCs of Illusion (Shadow) spells they cast and a +1 bonus to save DC of spell-like abilities they use imitating Illusion (Shadow) spells. Members of this race with a Charisma score of 11 or higher also gain the following spell-like abilities: 1/day—ghost sound, pass without trace, ventriloquism. The caster level for these spell-like abilities is equal to the user's character level. This trait replaces Alienfoe and Arcane Focus.

Adaptable Talent: An Atraxian who acclimates unusually quickly to its new world can refocus its determination into interactions with other beings or its physical surroundings. Pick two skills - these are always class skills for the character. This trait replaces Arcane Focus.

« Last Edit: May 11, 2014, 04:07:37 PM by TheGlyphstone »

Offline Blinkin

  • Court Jester extraordinaire!
  • Lord
  • Addict
  • *
  • Join Date: Mar 2012
  • Location: The State of Confusion
  • Gender: Male
  • I try to be good, but it's such hard work!
  • My Role Play Preferences
  • View My Rolls
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Wow, these last three makes me wish that I had gone for something more out there... like a goa-uld or something. ;)

Offline ChaoticSky

Wow, these last three makes me wish that I had gone for something more out there... like a goa-uld or something. ;)
In the immortal words of Inception; You mustn't be afraid to dream alittle bigger darling.  ;D

Offline TheGlyphstone

Wow, these last three makes me wish that I had gone for something more out there... like a goa-uld or something. ;)

Don't sweat it. Planescape is a place where the bizarre and freakish is commonplace, but bizarre needs normal to be contrasted against, otherwise it stops being bizarre in the first place. Heck, your odds are probably increased slightly by being baseline human.

Offline Blinkin

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I was concerned with coming up with something too far out. My first thought had been to try to build a pixie... lol But, I'm confused by the whole process of building a race...

And, I thought that if they were going to become near-gods, why start off with something that already thought of itself as a god? Even if it's a really ugly reptile. lol

Offline TheGlyphstone

I was concerned with coming up with something too far out. My first thought had been to try to build a pixie... lol But, I'm confused by the whole process of building a race...
It's not terribly difficult, just complex.
http://paizo.com/pathfinderRPG/prd/advancedRaceGuide/raceBuilder.html

Easy step-by-step process...go through the sections one by one and 'buy' everything you think is suitable for your race, a la carte style. Once you're done, total up the RP cost of all your additions and see what LA that equates to. Or you can start with a LA 'budget' and buy what suits your vision within that limit.

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And, I thought that if they were going to become near-gods, why start off with something that already thought of itself as a god? Even if it's a really ugly reptile. lol

Who is that referring to?

Offline Blinkin

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It's not terribly difficult, just complex.
http://paizo.com/pathfinderRPG/prd/advancedRaceGuide/raceBuilder.html

Easy step-by-step process...go through the sections one by one and 'buy' everything you think is suitable for your race, a la carte style. Once you're done, total up the RP cost of all your additions and see what LA that equates to. Or you can start with a LA 'budget' and buy what suits your vision within that limit.

I'll have to see if I can come up with a pixie sometime, I've always wanted to play one. ;)

Who is that referring to?

No one, it was refering to my own humor of playing a goa-uld... Stargate, the bad guys who pretend to be gods? Have a snake like thing in their head and lots of big, beefy guys stomping around their piramid ships in funky hats... those guys.

Offline TheGlyphstone

Ah, okay. I recognize the name now, I was just confused because Goa'uld wasn't a D&D race I knew of.

Online Orange Marmalade

Ah, okay. I recognize the name now, I was just confused because Goa'uld wasn't a D&D race I knew of.

Neither are half the races presented here ;)

Offline TheGlyphstone

Neither are half the races presented here ;)

3 Humans, 1 Kobold, 1 Minotaur, 1 Drow, 1 Tiefling, 1 Half-Giant, 1...thing?, 1 Firre, one Sultani, 1 Gnome, 1 Eladrin, and 1 Atraxian. The Sultani, the Atraxian, and the Thing (which, now that I read EndlessDivine's description, could totally be another Atraxian like mine, the fluff is strangely similar in a lot of ways) are the only non-D&D creatures. A mere pendatic twenty-one percent of submissions, good sir, hardly half! ;D

Offline Ebb

3 Humans, 1 Kobold, 1 Minotaur, 1 Drow, 1 Tiefling, 1 Half-Giant, 1...thing?, 1 Firre, one Sultani, 1 Gnome, 1 Eladrin, and 1 Atraxian. The Sultani, the Atraxian, and the Thing (which, now that I read EndlessDivine's description, could totally be another Atraxian like mine, the fluff is strangely similar in a lot of ways) are the only non-D&D creatures. A mere pendatic twenty-one percent of submissions, good sir, hardly half! ;D

Sounds like we all need to walk into a bar somewhere.

Offline TheGlyphstone

Sounds like we all need to walk into a bar somewhere.

That's basically the contents of your average bar in Sigil, plus or minus a pit fiend or two, so yeah.

Offline FallenDabusTopic starter

Let me preface all of this with one statement: you people are frikken’ amazing. I was hoping for a couple of decent entries to pick a party from. I didn’t expect to get over a dozen superbly written story lines! Everyone, everyone who created a PC for this game deserves recognition. They are all very well written and have plenty of plothooks that I would love to develop. Sadly, I’m limited in the number of characters I can take, although I did bump the number up from four PCs to five.

If you didn’t make it, you have my sincerest apologies. Your character was good. There was nothing wrong with it. I aimed to have roughly a 50/50 gender ration, with a mix classes that complement one another and personalities that won’t clash. I sorry I couldn’t replicate myself and run about four iterations of this game, because the potential’s there, but alas, I am human.

Okay, enough waxing philosophically. Here is the group that made the final cut.

The Team:
Spoiler: Click to Show/Hide
Marcus Cantanos - LG Male Simplified Minotaur Fighter 3 - Ebb (https://elliquiy.com/forums/index.php?topic=202898.msg9937449#msg9937449)


Fyr Arnor - CN Female Sultani Bard 3 - Darkling (https://elliquiy.com/forums/index.php?topic=202898.msg9966827#msg9966827)


Calliope Dwahvel - CG Female Gnome Sorcerer 3 - indarkestknight (https://elliquiy.com/forums/index.php?topic=202898.msg9967366#msg9967366)


Arath ap Synhwyriad - CN Male Simplified Firre Cleric 3 - ererruz (https://elliquiy.com/forums/index.php?topic=202898.msg9968702#msg9968702)


Jacopo Torrhen - CG Male Human Cryptic 3 - Blackflow (https://elliquiy.com/forums/index.php?topic=202898.msg9941961#msg9941961)


Good job folks! I really looking forwards to this!

I’ve got one more blurb for you to make sure everyone is on the same page. The setting will be a few years past where the Planescape line officially ended under TSR, but the Faction War never happened. In fact, that entire module is non-cannon of this game. This is not due to any particular dislike for that story, but rather it is to give me the freedom to use NPCs in other ways (and in a couple cases, make them entirely separate individuals). Most everything will be the standard setting, but some relationships and timelines may have altered slightly.

I’ve got a few questions for you as well so that I know we are all present, accounted for, and understand one another’s background. None of these change anything, its just FYIs for me.

a couple questions
What’s your experience with/knowledge of Planescape like?


What type of story are you interested in? (Note: The story I’m hoping to tell is deeply involved with the history of the planes, the dirty secrets hidden on them, and the horrors that hide in the shadows. I’m on your side, I want to you to win, but I also want to check on this, because this story is likely to become darkity, dark, dark and dark. The light comes at the end :) Sound okay?)


What types of allies would you like to see?



What types of enemies would you like to see?


Is there anyone you would like to meet?


Is your character a part of a faction? (note: I think I’ve got this one covered, but I just want to double check)

Offline FallenDabusTopic starter

Re: Planescape: To Hell and Back (Pathfinder, Mythic, Exotic, Closed)
« Reply #102 on: May 11, 2014, 10:48:19 PM »
FYI, you can PM or post the answers to the questions above.

OCC thread is up. Please post your character sheets there.

Offline TheGlyphstone

Re: Planescape: To Hell and Back (Pathfinder, Mythic, Exotic, Closed)
« Reply #103 on: May 11, 2014, 11:14:31 PM »
*sad*

Ah well. Time to find another game.

Offline indarkestknight

Re: Planescape: To Hell and Back (Pathfinder, Mythic, Exotic, Closed)
« Reply #104 on: May 12, 2014, 01:31:58 AM »
Hey, if you guys want a bar to call home base, Calliope knows a place...

Offline Blinkin

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Re: Planescape: To Hell and Back (Pathfinder, Mythic, Exotic, Closed)
« Reply #105 on: May 12, 2014, 04:15:16 AM »
Ah well, thanks for the consideration and I'll wish everyone a great game!

Now, I'm off to try to make a pixie for some future game. lol

Offline Isengrad

Re: Planescape: To Hell and Back (Pathfinder, Mythic, Exotic, Closed)
« Reply #106 on: May 12, 2014, 07:37:16 AM »
Damn, I was hoping. Had the next few levels planed at least. Well drop me a line if someone has to drop or you need another bruiser. Have fun everyone.